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L1[00:04:10] <Dark> guess I'll write something to do it :/
L2[00:04:40] <TehNut> I mean, there's https://chrome.google.com/webstore/detail/mcp-srg-mapper/ijjbogjfmngomjdmnabifgckbonmcebh?utm_source=chrome-app-launcher-info-dialog
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L5[00:10:44] <illy> Beep o/
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L18[00:53:54] <Ordinastie> I'm so sad, MalisisDoors is not in Hermitpack :(
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L25[01:59:44] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161009 mappings to Forge Maven.
L26[01:59:47] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161009-1.10.2.zip (mappings = "snapshot_20161009" in build.gradle).
L27[01:59:58] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L45[02:48:15] <AurorLock> if I wish to subclass EntityPlayer, what would be the parameters I pass to the super constructor?
L46[02:48:57] <Ordinastie> the ones needed for EntityPlayer
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L48[02:49:36] <McJty> What are you trying to do that you need to subclass EntityPlayer?
L49[02:49:48] <AurorLock> get the players level
L50[02:49:53] <McJty> What?
L51[02:50:00] <McJty> What level?
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L53[02:50:08] <AurorLock> the experience level
L54[02:50:26] <McJty> You don't need to subclass EntityPlayer to get the experience level
L55[02:50:28] <McJty> That's weird
L56[02:50:39] <AurorLock> well, its how I thought it should have been done
L57[02:50:42] <AurorLock> how should I do it?
L58[02:50:44] <McJty> entityPlayer.experienceLevel
L59[02:50:48] <McJty> That's a public field. Just read it
L60[02:51:18] <tterrag> !xy
L61[02:51:22] <tterrag> fry: pls
L62[02:51:51] <tterrag> $ xy
L63[02:51:53] <Actuarius> Usage: $ [labels|labels add|labels remove|assign|deassign|open|close] [<issue>] [<label>|<assignee>]; add supports a list of labels
L64[02:51:54] <tterrag> didn't think so
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L68[03:19:23] <Roflmuffin> Is the best way to pass information to an entity that I just spawned from a spawner with NBT?
L69[03:20:51] <Roflmuffin> I noticed if I add another parameter to the constructor on an entity that subclasses EntityBase it seems to error when spawned
L70[03:33:22] <tterrag> use IEntityAdditionalSpawn I think
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L72[03:33:27] <tterrag> SpawnData*
L73[03:37:03] <Roflmuffin> I'll take a look, thanks
L74[03:40:55] <tterrag> the issue is that entities are constructed with reflection, so it is assumed the constructor will look a certain way
L75[03:41:00] <tterrag> it's a stupid way of doing things, but that's vanilla
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L84[03:47:41] <kashike> mezz: https://github.com/MinecraftForge/MinecraftForge/pull/3300/files#diff-7734fbab8c2739f1dc00fc8cfbf01dabR133
L85[03:47:43] <kashike> ???
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L88[03:49:19] <tterrag|ZZZzzz> kashike: yeah that seems odd
L89[03:49:49] <tterrag|ZZZzzz> what if I had com.mymod.startup and com.mymod.proxy
L90[03:49:54] <tterrag|ZZZzzz> dumb package names, but it could be done, and it would be valid
L91[03:50:42] <kashike> that'd be valid, but com.mymod.proxy.Proxy and com.mymod.core.mod.MyMod aren't
L92[03:50:51] <tterrag|ZZZzzz> ah, yeah
L93[03:50:56] <tterrag|ZZZzzz> still, odd that that even exists
L94[03:51:28] <kashike> yeah, that whole method is weird really
L95[03:51:28] <Ordinastie> yes, what's the point ?
L96[03:51:41] <kashike> I'm sure there's a better way to determine what mod it's from
L97[03:51:58] <Ordinastie> but what's the point of even limiting it ?
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L106[04:11:35] <quadraxis> so the proxy annotation can have a modid specified, but it's optional
L107[04:12:05] <quadraxis> feel like it'd be better to accept by default and only reject if an id was specified that doesnt match
L108[04:12:32] <quadraxis> and tell anyone who might be affected to label their proxies
L109[04:14:19] <quadraxis> also as is, will probably implode on inner classes
L110[04:14:33] <quadraxis> along with other issues mentioned
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L125[05:07:25] <Dark> https://github.com/BuiltBrokenModding/MC-ErrorLogUtil
L126[05:07:32] <Dark> if anyone else wants to use it ^
L127[05:07:44] <Dark> parses crash logs replacing srg with read-able names
L128[05:08:51] <PaleoCrafter> I'll just continue using this: https://chrome.google.com/webstore/detail/mcp-srg-mapper/ijjbogjfmngomjdmnabifgckbonmcebh :P
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L130[05:14:01] <Dark> k np, just made it more to bulk process downloaded logs
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L156[07:15:07] <Praaug> hey there
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L159[07:17:32] <howtonotwin> o/
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L162[07:28:53] <TechnicianLP> why is intellij telling me it cant import anything from build.gradle? did i miss something?
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L165[07:33:06] <SquareWheel> Gonna be productive today and make some mod progress.
L166[07:43:05] <ghz|afk> TechnicianLP: that sentence is usually followed by a link toyour build.gradle
L167[07:43:42] <ghz|afk> SquareWheel: that's the spirit!
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L171[07:51:28] <SquareWheel> I don't know why, but setActiveHand seems to cause unexpected behavior for me.
L172[07:51:53] <SquareWheel> It immediately ends my onItemRightClick action, and slows the player.
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L174[07:54:09] <gigaherz> that's how it's supposed to work, though
L175[07:54:17] <gigaherz> setActiveHand marks the start of using an item
L176[07:54:25] <gigaherz> and the player gets slowed down while in the middle of an item use action
L177[07:54:34] <gigaherz> (bows, eating)
L178[07:55:06] <SquareWheel> That's a bit unfortunate, because I need to use that mechanism to also use onPlayerStoppedUsing.
L179[07:55:37] <SquareWheel> I have a workaround by applying a fast-expiring potion effect on onItemRightClick instead, but it felt a bit too hacky to me.
L180[07:58:37] <gigaherz> make a PR to forge
L181[07:59:19] <gigaherz> that hooks EntityPlayerSP#onLivingUpdate, in the "if(this.isHandActive() && ..." check that does the slowdown
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L183[08:00:26] <SquareWheel> I honestly wouldn't know how.
L184[08:00:39] <Cuby96> hi there, does someone program mods in intellij? because i have an issue with the language file :/
L185[08:01:02] <gigaherz> sure
L186[08:01:04] <gigaherz> what problem?
L187[08:01:04] <McJty> Many modders use intellij
L188[08:01:12] <SquareWheel> I'm glad you mentioned where the slowdown was coming from though. I was looking in the wrong EntityPlayer class.
L189[08:02:46] <Cuby96> gigaherz i put the language file in the right spot yet it isnt recognized by my mod and the mcmod.info so i guess its the recource folder not recognized correctly: http://imgur.com/a/N2JiK
L190[08:03:14] <Cuby96> i also changed the assets.ElectroniCraft.lang to be lowercase as some guys here on the irc suggested
L191[08:03:34] <Cuby96> so assets.ElectroniCraft.lang => assets.electronicraft.lang
L192[08:03:43] <SquareWheel> The one under resources would be the correct spot.
L193[08:04:11] <Cuby96> SquareWheel well and it isnt recognized
L194[08:04:12] <SquareWheel> You might have an issue mapping it from your unlocalized name.
L195[08:04:44] <Cuby96> how should i proceed? as the mcmod.info isnt recognized too
L196[08:05:24] <SquareWheel> Hard to tell in the screenshot. Is /resources beside, or inside of /java?
L197[08:05:32] <SquareWheel> It should be beside.
L198[08:05:42] <gigaherz> Cuby96: make your modid lowercase
L199[08:05:45] <Cuby96> it is beside yes its not a subfolder of java
L200[08:05:52] <gigaherz> they won't be allowed to be uppercase anymore in 1.11
L201[08:06:05] <Cuby96> gigaherz i changed it to lowercase already its just a little oder screenshot
L202[08:06:05] <gigaherz> so you may as well fix it now ;p
L203[08:06:13] <Cuby96> well its a 1.7.10 mod
L204[08:06:24] <Cuby96> dont blame me why i still use 1.7.10
L205[08:06:36] <gigaherz> oh no I'm not blaming you
L206[08:06:37] <Cuby96> its for a modpack which i love
L207[08:06:44] <gigaherz> but my help will probably be inaccurate, then
L208[08:07:00] <gigaherz> and the rules of this channel say we don't support old versions
L209[08:07:00] <gigaherz> ;P
L210[08:07:15] <Cuby96> gigaherz its ok better some help rather than no help
L211[08:07:24] <gigaherz> that said
L212[08:07:27] <gigaherz> how did you import the project?
L213[08:07:35] <Cuby96> via gradle
L214[08:07:48] <Cuby96> so not a normal java import i made a gradle import
L215[08:08:00] <gigaherz> hmmm if it's a 1.76.10 mod, you may need that resources fix?
L216[08:08:15] <howtonotwin> SquareWheel: would you like me to explain how to PR forge or will you just chug on without?
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L218[08:08:38] <gigaherz> the
L219[08:08:38] <gigaherz> idea { module.inheritOutputDirs = true }
L220[08:08:42] <gigaherz> at the end of your build.gradle
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L222[08:09:05] <SquareWheel> I'd be willing to give it a go. I'm just not sure I'm in a place to be making a PR without a full understanding of the project I'd be submitting to.
L223[08:09:29] <SquareWheel> How best to even override this? As an argument, or an override somewhere?
L224[08:09:31] <gigaherz> no one has "full understanding" of the enterity of mc
L225[08:09:39] <howtonotwin> ^
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L227[08:09:50] <howtonotwin> you can definitely try :P
L228[08:10:06] <Cuby96> gigaherz done it still nothing
L229[08:10:11] <howtonotwin> as long as you don't do something completely idiotic like editing patch files by hand
L230[08:10:22] <gigaherz> Cuby96: did you click the gradle refresh button in idea after adding that line?
L231[08:10:23] <howtonotwin> you won't be yelled at :P
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L233[08:10:35] <gigaherz> the blue icon on the gradle panel, not the main toolbar one
L234[08:10:49] <howtonotwin> and the way hooks are done into vanilla behavior are through events
L235[08:10:58] <gigaherz> howtonotwin: actually, we may be yelled at regardless, he just won't be banned for it
L236[08:10:59] <gigaherz> ;P
L237[08:11:08] <SquareWheel> Oh I feel good about this already.
L238[08:11:15] <gigaherz> but that's just how it works
L239[08:11:19] <gigaherz> so don't worry about it
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L241[08:11:22] <howtonotwin> you've already been yelled at :P
L242[08:11:32] <Cuby96> no i didnt i will check it with that one
L243[08:11:35] <SquareWheel> I believe it's known as the Torvalds approach.
L244[08:11:40] <howtonotwin> anyway
L245[08:11:47] <howtonotwin> just clone the MinecraftForge repo off Github
L246[08:11:56] <howtonotwin> will probably take a while
L247[08:12:07] <howtonotwin> while you do that I'll be off for ~5 min
L248[08:12:23] <Cuby96> gigaherz still nothing even with refresh
L249[08:12:23] <howtonotwin> there's some setup to do after that though
L250[08:12:31] <Cuby96> ok
L251[08:12:45] <SquareWheel> Alrighty, well if you've got the patience I've got the will. :)
L252[08:12:51] <SquareWheel> Will start a fork.
L253[08:13:02] <howtonotwin> yep
L254[08:13:15] * howtonotwin gets out cheerleading gear
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L256[08:14:32] <gigaherz> Cuby96: no idea, then, and I'm not going to try to do it myself and see what happens, so sorry.
L257[08:14:49] <Cuby96> np gigaherz :/
L258[08:15:03] <gigaherz> it has the right filename, at least, right?
L259[08:15:10] <Cuby96> yes
L260[08:15:15] <Cuby96> en_US.lang
L261[08:15:19] <gigaherz> src/main/resources/assets/modid/lang/en_US.lang
L262[08:15:31] <Cuby96> yes
L263[08:15:46] <gigaherz> :/
L264[08:15:54] <Cuby96> :/
L265[08:15:58] <Ordinastie> make sure resources is on the classpath
L266[08:16:09] <Koward> Hello guys. I'd like to do a redstone-like power, based on capabilities of course. It's really an "on-off" state, with just a value decrementing in pipes to avoid very long pipes (so like redstones). I'm a bit worried about how to handle the breaking of block or a producer that would stop producing.
L267[08:16:16] <Cuby96> how do i check that? Ordinastie
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L269[08:16:29] <Ordinastie> I don't know on IDEA
L270[08:16:41] <gigaherz> Koward: depends on how you want it to behave
L271[08:16:50] <gigaherz> do you want the power loss to be immediate?
L272[08:16:56] <howtonotwin> the way RS does it is that a change in a block updates all the surrounding parts
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L274[08:17:02] <gigaherz> all over the wire, or spread progressively?
L275[08:17:08] <howtonotwin> and the surrounding parts trigger another update to other parts
L276[08:17:09] <Koward> Yes (as fast as possible at least, like redstone)
L277[08:17:13] <gigaherz> yes
L278[08:17:17] <howtonotwin> over and over until it all ends
L279[08:17:20] <gigaherz> so
L280[08:17:21] <Koward> Really just like redstone. It's the same behavior.
L281[08:17:23] <gigaherz> if you want it like redstone
L282[08:17:30] <howtonotwin> that's why zero-tick pulses work
L283[08:17:32] <howtonotwin> :P
L284[08:17:48] <Ordinastie> "just like redstone" is probably the worst thing ever said :x
L285[08:17:50] <gigaherz> look at how redstone handles it ;P
L286[08:18:40] <Koward> A change update neighbors, telling them there's no power anymore.
L287[08:19:02] <gigaherz> well the main block would change, sending neighbour updates in the process
L288[08:19:21] <gigaherz> and in the neighbour change, you would update this neighbour, which would trigger its own block updates
L289[08:19:42] <gigaherz> be careful to only trigger the strictly required updates, to avoid unnecessary recursion
L290[08:20:00] <gigaherz> it's easy to get it wrong and cause it to freeze for a bit then crash (stack overflow)
L291[08:20:30] <Koward> So basically all I need is a setPower(n) in my interface and set it to 0 when block broken/producer off
L292[08:20:34] <gigaherz> a different approach allowing "infinite" length would be to setup the cable as a high-level network graph
L293[08:20:54] <gigaherz> and compute the drop-off as a function of the distance from the active nodes
L294[08:21:34] <Koward> Chain updating sounds easier.
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L296[08:22:08] <gigaherz> yes, that's why mojang did it that way
L297[08:22:24] <Cuby96> Ordinastie i put the folder to the classpath nothing still, im annoyed i must say, idk whats wrong still
L298[08:24:01] <Koward> A producer would just set a power of n to neighbors (any power > 0 => powered) and pipes decrement it (to limit length). When destroyed, set power of 0 to neighbors.
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L300[08:24:42] <howtonotwin> d(*^~)
L301[08:25:17] <SquareWheel> So I remembered cp.w did a video earlier this year on setting up a Forge workspace. I've been checking it out.
L302[08:25:41] <howtonotwin> it's a bit outdated I think
L303[08:25:54] <howtonotwin> especially with actually importing the project
L304[08:25:57] <SquareWheel> Ah, well no surprise there I guess.
L305[08:26:16] <howtonotwin> so you just go into the root dir
L306[08:26:20] <howtonotwin> and ./gradlew setup
L307[08:26:43] <SquareWheel> Can't do it through IDEA?
L308[08:26:54] <howtonotwin> don't think it'll end well if you do :P
L309[08:27:03] <howtonotwin> the project structure is a bit strange
L310[08:27:05] <SquareWheel> Ominous. :o
L311[08:27:36] <howtonotwin> anyway that's decompiling and patching the game
L312[08:27:41] <howtonotwin> so it'll take a few years
L313[08:27:53] <howtonotwin> in the mean time
L314[08:28:00] <howtonotwin> structure of Forge project:
L315[08:28:06] <howtonotwin> under projects/
L316[08:28:10] <howtonotwin> will be two dirs
L317[08:28:13] <howtonotwin> Clean and Forge
L318[08:28:30] <howtonotwin> Clean/ is pure vanilla MC, decompiled
L319[08:28:57] <howtonotwin> Forge/ is MC, decompiled, Forge patches applied, and all the net.minecraftforge code added
L320[08:28:57] <SquareWheel> Where's /projects at?
L321[08:29:04] <howtonotwin> first run gradle
L322[08:29:12] <SquareWheel> Okay, running setup now.
L323[08:29:29] <SquareWheel> Oh I see, it made it locally. I was looking at the online repo.
L324[08:29:32] <SquareWheel> Sorry, carry on.
L325[08:29:42] <howtonotwin> projects/Clean/ and projects/Forge/ are the two projects you should import
L326[08:29:47] <howtonotwin> separately
L327[08:30:33] <SquareWheel> Build complete
L328[08:30:35] <howtonotwin> in Eclipse you'd say Import Project (plain old Java project; no Gradle; no anything) and just point it at the two folders
L329[08:30:48] <howtonotwin> you have IDEA, do something similar :P
L330[08:31:21] <howtonotwin> now Forge doesn't contain the vanilla MC code in the git repo
L331[08:31:45] <howtonotwin> so vanilla code isn't tracked by git
L332[08:31:47] <howtonotwin> instead
L333[08:32:01] <howtonotwin> only the patches to vanilla code are tracked by git
L334[08:32:18] <howtonotwin> so once you edit vanilla code, and you test it, etc.
L335[08:32:30] <howtonotwin> it won't actually be committed to the repo directly
L336[08:32:33] <howtonotwin> instead
L337[08:32:37] <howtonotwin> once you have made changes
L338[08:32:41] <howtonotwin> at the very root of the repo
L339[08:32:53] <howtonotwin> (above the projects/ dir)
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L341[08:33:04] <howtonotwin> you run gradle genPatches
L342[08:33:21] <howtonotwin> which updates the .patch files under patches/
L343[08:33:28] <howtonotwin> THOSE are then commited
L344[08:33:31] <howtonotwin> *committed
L345[08:33:33] <SquareWheel> I see.
L346[08:33:45] <howtonotwin> Additionally
L347[08:33:53] <howtonotwin> keep patches the least invasive as possible
L348[08:34:04] <howtonotwin> that means keep line count low
L349[08:34:15] <SquareWheel> Easier to review, I imagine.
L350[08:34:20] <howtonotwin> don't add 10 sporadic lines in one method
L351[08:34:23] <howtonotwin> not that
L352[08:34:27] <howtonotwin> the code is decompiled
L353[08:34:33] <howtonotwin> if vanilla changes one thing
L354[08:34:47] <howtonotwin> the entire output of the decompiler could go out of whack
L355[08:34:58] <howtonotwin> see TileEntityBeacon for example of the insanity :P
L356[08:35:09] <howtonotwin> so you keep the patches small
L357[08:35:20] <howtonotwin> so they can apply cleanly in case something braks
L358[08:35:23] <howtonotwin> *breaks
L359[08:35:43] <howtonotwin> there's a bit more nuance to patches being good or bad :P
L360[08:35:55] <howtonotwin> you'll get it quickly enough
L361[08:36:13] <howtonotwin> probably just read through some PRs to get a feel for it
L362[08:36:22] <SquareWheel> Alrighty, well I'll play around with it and see if I can get things working. I feel like I'll need to hook up a test mod to ensure the patches work as expected though.
L363[08:36:31] <howtonotwin> oh yeah
L364[08:36:42] <howtonotwin> once you import the Forge project
L365[08:36:55] <howtonotwin> you should see some source folder that's named test something
L366[08:37:05] <howtonotwin> and another for test resources
L367[08:37:11] <howtonotwin> that's where test code goes
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L369[08:37:28] <raoulvdberge> !gm func_176225_a
L370[08:37:28] <SquareWheel> Oh okay, so it'll be loaded like a normal mod? Just remove it before committing?
L371[08:37:34] <howtonotwin> yes
L372[08:37:54] <howtonotwin> there're like 30 of them already :P
L373[08:40:03] <howtonotwin> Now if you look at existing hooks into vanilla
L374[08:40:12] <howtonotwin> you see that many are implemented as static calls
L375[08:40:32] <howtonotwin> to methods in ForgeHooks, ForgeHooksClient, or ForgeEventFactory
L376[08:41:16] *** TTFT|Away is now known as TTFTCUTS
L377[08:41:17] <howtonotwin> so instead of creating 10 lines of new code in the vanilla patch
L378[08:41:25] <howtonotwin> you just place some code into those classes
L379[08:41:37] <howtonotwin> and call it from the vanilla code and use its return value
L380[08:41:53] <howtonotwin> for this it'll be very simple as it's just a boolean
L381[08:42:24] <howtonotwin> You probably want a ALLOW/DEFAULT/DENY event
L382[08:42:28] <howtonotwin> forgot what they're called
L383[08:42:30] <howtonotwin> :P
L384[08:42:36] <SquareWheel> SUCCESS/PASS/FAIL?
L385[08:42:40] <howtonotwin> no
L386[08:42:45] <howtonotwin> ALLOW/DEFAULT/DENY
L387[08:42:47] <howtonotwin> forge enum
L388[08:42:58] <howtonotwin> look at the existing events
L389[08:43:10] <howtonotwin> DEFAULT = vanilla behavior
L390[08:43:18] <howtonotwin> DENY = cancel ignoring Vanilla
L391[08:43:27] <howtonotwin> ALLOW = force it ignoring vanilla
L392[08:43:36] *** V is now known as Vigaro
L393[08:43:47] <howtonotwin> so those events
L394[08:43:47] <SquareWheel> Okay, but I'll probably have to circle back around on that one. Going to focus on getting things running before looking too deeply into the patch itself.
L395[08:43:51] <howtonotwin> ok
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L397[08:44:06] <SquareWheel> Appreciate the help
L398[08:44:08] <howtonotwin> np
L399[08:44:17] <howtonotwin> Back in 30
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L404[09:24:33] <jordibenck> Is there a way to test your multiplayer mod besides compiling it?
L405[09:25:03] <howtonotwin> well i mean it's always compiled ;P
L406[09:25:54] <jordibenck> after building it than
L407[09:26:08] <TechnicianLP> there should be a start server configuration in your ide
L408[09:26:21] <howtonotwin> you can run 1 server and 2 clients on the same machine
L409[09:26:32] <howtonotwin> not that your RAM will be very happy about it
L410[09:26:33] <howtonotwin> but you can
L411[09:26:37] <jordibenck> okay thanks
L412[09:26:41] <jordibenck> will try
L413[09:30:05] <Koward> Should a producer "give" to a receiver or a receiver "extract" from a producer ?... dilemma.
L414[09:30:58] <Ordinastie> so apparently, jetpacks are a thing now
L415[09:31:07] <TechnicianLP> jetpacks?
L416[09:31:11] <Ordinastie> yup
L417[09:31:45] <Ordinastie> https://www.youtube.com/watch?v=y9B7WdlRafc
L418[09:32:17] <SquareWheel> So this is how the Gradle projects look after import: http://i.imgur.com/UQfCNsx.png
L419[09:32:21] <SquareWheel> Is that right?
L420[09:32:45] <howtonotwin> oh it works in IDEA
L421[09:32:46] <SquareWheel> Had trouble importing just Clean/Forge.
L422[09:32:50] * howtonotwin is jealous
L423[09:33:08] <SquareWheel> I'm just using the free community edition. Haven't hit any limitations yet.
L424[09:33:08] <howtonotwin> that's fine :P
L425[09:33:20] <SquareWheel> Everything really works out of the box.
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L427[09:34:17] * howtonotwin can't decide whether RadarCat or jetpacks are more exciting
L428[09:38:22] <Ordinastie> radarcat ?
L429[09:39:25] <howtonotwin> http://sachi.cs.st-andrews.ac.uk/research/interaction/radarcat-exploits-googles-soli-radar-sensor-for-object-and-material-recognition/
L430[09:43:46] <SquareWheel> Is there a Gradle task to create run configurations?
L431[09:44:08] <howtonotwin> they should already exist
L432[09:44:11] <LatvianModder> idea?
L433[09:44:16] <LatvianModder> gradlew idea
L434[09:44:25] <LatvianModder> or gradlew ideaModule if you just need to import the module
L435[09:45:38] <SquareWheel> It is idea. I'll try starting from scratch.
L436[09:48:23] <howtonotwin> "setup - Sets up all the projects complete with run configurations for both Eclipse and Intellij" - `gradle tasks --all`
L437[09:48:30] <howtonotwin> so they should be there...
L438[09:51:36] <Ivorius> SquareWheel: gradle genIntellijRuns
L439[09:51:51] <Ivorius> You can import the gradle file from the launch window itself and then run that
L440[09:52:14] <Ivorius> gradle tasks is your friend :P
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L447[10:05:41] <SquareWheel> Might just need to copy them in manually. None of the run tasks seem to work.
L448[10:06:21] <PaleoCrafter> LatvianModder, stop promoting that stupid idea task :P
L449[10:06:41] <LatvianModder> what?
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L451[10:06:50] <LatvianModder> how else you are supposed to create idea project?
L452[10:06:55] <gigaherz> https://gist.github.com/gigaherz/efa0f296275c42388b574c579b4fc420#configuring-forge-with-intellij-idea
L453[10:06:56] <PaleoCrafter> import the darn build.gradle
L454[10:07:04] <gigaherz> using the import feature of IDEA itself
L455[10:07:14] <gigaherz> and in the forge env itself
L456[10:07:17] <gigaherz> you just use setupForge
L457[10:07:22] <gigaherz> and it will create the folders either way
L458[10:07:45] <LatvianModder> hm
L459[10:07:46] <gigaherz> the idea task was useful in the past
L460[10:07:58] <gigaherz> when the import feature was buggy/incomplete
L461[10:08:07] <LatvianModder> you should specify if its importing build.gradle as module or project
L462[10:08:18] <LatvianModder> because I have all my modules in the same place, so I dont create projects
L463[10:08:33] <gigaherz> if someone wants to import as a module
L464[10:08:38] <gigaherz> it's outside the scope of my instructions
L465[10:08:39] <gigaherz> ;P
L466[10:08:47] <gigaherz> I asume one workspace per mod
L467[10:08:53] <Ivorius> SquareWheel: I had the same issue lately
L468[10:09:13] <Ivorius> You need to edit each to use classpath of module PROJECT_main
L469[10:09:20] <Ivorius> But the rest works
L470[10:09:40] <gigaherz> note that he's trying to import the forge project
L471[10:09:41] <gigaherz> not an MDK
L472[10:10:13] <SquareWheel> Yeah, sorry for the confusion. I have an MDK importing correctly, just Forge itself isn't adding run configurations.
L473[10:10:33] <PaleoCrafter> has this been linked yet? https://www.youtube.com/watch?v=yanCpy8p2ZE
L474[10:11:22] <howtonotwin> oh it's been updated
L475[10:11:24] <howtonotwin> yay!
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L477[10:12:26] <SquareWheel> I did check that out. He does some command line stuff to set up run configs.
L478[10:12:46] <SquareWheel> At 11 minutes in.
L479[10:12:58] <gigaherz> last time I configured Forge proper with IDEA, I did it all by hand
L480[10:13:02] <gigaherz> but then I didn't have gradle "binding"
L481[10:13:06] <gigaherz> and that was in IDEA 15
L482[10:13:07] <gigaherz> ;P
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L484[10:13:17] <PaleoCrafter> yeah, the run configs are stored in the sub-project
L485[10:13:19] <gigaherz> I still haven't upgraded to 2016
L486[10:13:31] <PaleoCrafter> you need to move them manually, maybe that's changed now though
L487[10:13:45] <gigaherz> hmm I'll do that now
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L489[10:16:37] <SquareWheel> Copied them over from the sub project.
L490[10:16:58] <SquareWheel> Need to fix them though.
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L492[10:24:01] <gigaherz> Hmmmm
L493[10:24:13] <gigaherz> AttachCapabilitiesEvent.Entity is deprecated?
L494[10:24:17] <gigaherz> how's it supposed to be done, now?
L495[10:24:25] <gigaherz> oh
L496[10:24:26] <gigaherz> AttachCapabilitiesEvent<net.minecraft.entity.Entity>
L497[10:24:27] <gigaherz> I guess
L498[10:24:33] <gigaherz> AttachCapabilitiesEvent<EntityPlayer>
L499[10:24:35] <gigaherz> will filter only players
L500[10:24:56] <Ordinastie> doubt that
L501[10:24:57] <LatvianModder> didnt know event handlers work that way
L502[10:25:07] <Ordinastie> generics aren't retained at runtime
L503[10:25:25] <fry> sometimes they are :P
L504[10:25:37] <fry> and that's a recent change to the events
L505[10:26:25] <gigaherz> the generics aren't represented by the parameters
L506[10:26:29] <gigaherz> but the metadata does stay
L507[10:27:01] <gigaherz> testing, anyhow
L508[10:27:16] <gigaherz> if I don't see it called with non-players, I'll remove the instanceof check ;p
L509[10:28:03] <gigaherz> seems to work (does not get called)
L510[10:30:49] <gr8pefish> howtonotwin: Hello again! You have the time/motivation to help me finish the modeling task from yesterday?
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L513[10:43:38] <howtonotwin> yep
L514[10:43:43] <howtonotwin> sorry for being a bit late
L515[10:43:50] <howtonotwin> gr8pefish ^
L516[10:44:02] <gr8pefish> Oh no worries at all.
L517[10:44:31] <howtonotwin> Dear Matthew decided to break everything last night
L518[10:44:38] <howtonotwin> sorry for vanishing suddenly :P
L519[10:44:53] <gr8pefish> No apoligies necessary :)
L520[10:44:57] <gr8pefish> Okay so here's the repo for my changes when we last left off: https://github.com/gr8pefish/IronBackpacks/tree/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem
L521[10:45:22] <gr8pefish> It runs fine, but never does any special handling, as I haven't linked that code to any items or done anythign in pre/init.
L522[10:45:32] <gr8pefish> It = minecraft
L523[10:46:07] <howtonotwin> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L72-L74
L524[10:46:11] <howtonotwin> yeah that is a bit redundant
L525[10:46:28] <howtonotwin> you actually have to store the IBakedModels :P https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L77-L78
L526[10:46:42] <howtonotwin> you can just drop the redundant assigns
L527[10:46:59] <howtonotwin> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L84
L528[10:47:03] <howtonotwin> what's with the casting?
L529[10:47:30] <howtonotwin> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L60-L61
L530[10:47:33] <gr8pefish> My PerspecitveModel takes in my overriden class of an IModel as the parameter
L531[10:48:07] <howtonotwin> You could swap these out for getModelOrMissing or getModelOrLogError if you don't want to deal with exceptions
L532[10:49:10] <howtonotwin> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/model/ModelBackpack.java
L533[10:49:11] <howtonotwin> ?
L534[10:49:14] <gr8pefish> Okay, that is a relatively easy fix, that was just me using my IDE to autocomplete to get it working quickly
L535[10:49:24] <howtonotwin> wait so this a render layer on the player?
L536[10:49:34] <howtonotwin> render models like this != item models
L537[10:49:40] <howtonotwin> you item actually then has no model
L538[10:49:43] <gr8pefish> Yeah that is the model that renders on the player
L539[10:49:47] <gr8pefish> Oh yeah I know
L540[10:49:57] <gr8pefish> it points to a different resource dir
L541[10:50:00] <howtonotwin> so you just use "builtin/generated" for an empty model
L542[10:50:00] <gr8pefish> where a json is
L543[10:50:33] <gr8pefish> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/resources/assets/ironbackpacks/models/item/backpackBasic.json
L544[10:50:57] <howtonotwin> so this will render both on the player's back AND in their hand?
L545[10:51:18] <gr8pefish> Yeah I'll explain it fully so I don't confuse you.
L546[10:51:22] <howtonotwin> also snake_case :P
L547[10:51:32] <howtonotwin> everything to snake_case
L548[10:52:34] <gr8pefish> The renderer/LayerBackpack and model/ModelBackpack classes currently function perfectly fine to render a backpack on the player when they have my capability. That works all fine and dandy.
L549[10:53:27] <gr8pefish> But I'm trying to add a new model (defined via json) for this item rendering as a model in-world. I figure I can make the two the same later.
L550[10:53:51] <gr8pefish> ^ ...model in world (when dropped)
L551[10:54:09] <gr8pefish> Is that decently clear now?
L552[10:54:14] <howtonotwin> wait
L553[10:54:18] <howtonotwin> you have to understand
L554[10:54:25] <howtonotwin> there is absolutely 0
L555[10:54:29] <howtonotwin> completely no
L556[10:54:39] <howtonotwin> relationship between ModelBackpack and JSON
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L558[10:55:01] <howtonotwin> so in reality
L559[10:55:03] <howtonotwin> what you want
L560[10:55:07] <howtonotwin> is an item with no model in hand
L561[10:55:14] <howtonotwin> and a model everywhere else
L562[10:55:19] <gr8pefish> exactly
L563[10:55:41] <howtonotwin> so in order to have no model in hand
L564[10:55:51] <howtonotwin> you DON'T load a model
L565[10:56:04] <howtonotwin> and just return the default empty model
L566[10:56:19] <gr8pefish> okay, that makes sense conceptually
L567[10:56:47] <gr8pefish> and then for on-ground you return le fancy model
L568[10:57:06] <howtonotwin> So here https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L61
L569[10:57:34] <howtonotwin> just load "minecraft:builtin/generated"
L570[10:57:38] <howtonotwin> which is empty
L571[10:58:13] <gr8pefish> gotcha
L572[10:58:47] <howtonotwin> Oh btw
L573[10:59:11] <howtonotwin> it's conventional to make the IBakedModel class a private static inner class of the parent IModel
L574[10:59:24] <howtonotwin> also allows you to hide its constructor from the world
L575[10:59:26] <howtonotwin> as it should be
L576[11:00:12] <gr8pefish> In other words, I currently don't have that, so I shoudl add it?
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L578[11:00:30] <howtonotwin> IPerspectiveAwareModel is IBakedModel
L579[11:00:31] <howtonotwin> :P
L580[11:00:38] <gr8pefish> oh that makes more sense
L581[11:00:43] <gr8pefish> will do
L582[11:01:27] <howtonotwin> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/PerspectiveModelBackpack.java#L50
L583[11:01:40] <howtonotwin> I meant call handlePerspective on modelToReturn
L584[11:01:52] <howtonotwin> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/PerspectiveModelBackpack.java#L66
L585[11:01:53] <howtonotwin> yes
L586[11:02:11] <howtonotwin> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/PerspectiveModelBackpack.java#L71
L587[11:02:13] <howtonotwin> no need for this
L588[11:03:10] <gr8pefish> But there's an if/else clause, I need to return somethign if true
L589[11:03:24] <howtonotwin> ?
L590[11:03:55] <howtonotwin> if(instanceof) return innerModel.handlePerspective(...) else { ...; return ... }
L591[11:04:04] <howtonotwin> you return either way
L592[11:04:08] <gr8pefish> oh return that, okay
L593[11:05:26] *** DrullAFKus is now known as Drullkus
L594[11:05:29] <howtonotwin> oh whatever, I'm bored
L595[11:05:30] <gr8pefish> Alright, pushed those changes
L596[11:05:57] <howtonotwin> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L85
L597[11:06:03] <howtonotwin> you can't do that :P
L598[11:06:30] <gr8pefish> I can't?
L599[11:07:10] <gr8pefish> What should I do there? (Is it the typecasting that you see an issue with or something else?)
L600[11:07:58] <howtonotwin> IBakedModel != Model*
L601[11:08:02] <howtonotwin> there is no relation
L602[11:09:37] <gr8pefish> Okay there we go: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L85
L603[11:11:30] <howtonotwin> https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L133
L604[11:11:37] <howtonotwin> oops for unclear
L605[11:11:43] <howtonotwin> so you have that pair
L606[11:11:47] <howtonotwin> you store that pair
L607[11:12:01] <howtonotwin> and you take this https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L133
L608[11:12:11] <howtonotwin> sorry
L609[11:12:14] <howtonotwin> this https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L146-L151
L610[11:12:24] <howtonotwin> and place it out of the if/else brach
L611[11:12:49] <howtonotwin> so if(instanceof) pair = (casted).handlePerspective else { ...; pair = ... }
L612[11:12:58] <howtonotwin> and then the multiplication magic
L613[11:13:03] <gr8pefish> ah okay
L614[11:13:41] <howtonotwin> Now about https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/CMLBackpack.java#L12-L13
L615[11:13:54] <howtonotwin> there are two (really 3) RLs at play here
L616[11:14:03] <howtonotwin> one of them is the empty model for when it's in hand
L617[11:14:16] <howtonotwin> another is the JSON model for ground
L618[11:14:29] <howtonotwin> and the last one is the "location" of the combined model (the custom one)
L619[11:15:06] <howtonotwin> so you test in accepts that the requested location is pointing at the combined model
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L621[11:17:31] <gr8pefish> I get the first two (empty and json), but the combined model, what is that exactly?
L622[11:19:16] <howtonotwin> the custom IModel class
L623[11:21:53] <jordibenck> how to let the update method print out something every 5 sec or so?
L624[11:21:57] <jordibenck> from ITickable
L625[11:22:47] <jordibenck> so it doesnt print every tick
L626[11:23:21] <howtonotwin> count ticks and use tickCount % (20*5)
L627[11:23:36] <howtonotwin> or just use world time
L628[11:23:47] <howtonotwin> actually ignore the first thing
L629[11:23:50] <howtonotwin> just use world time
L630[11:23:57] <jordibenck> okay thanks
L631[11:26:25] <gr8pefish> howtonotwin, This was what you were referring to with storing the pair, right? : https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L154
L632[11:26:43] <howtonotwin> yes
L633[11:26:48] <gr8pefish> Okay cool
L634[11:27:25] <gr8pefish> I don't quite get what the RL of the combined model is: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/CMLBackpack.java#L14
L635[11:29:37] <howtonotwin> can you wait about 5 minutes?
L636[11:29:46] <gr8pefish> certainly!
L637[11:49:35] <howtonotwin> sorry for delay
L638[11:49:37] <howtonotwin> https://gist.github.com/howtonotwin/18b2c2e0e22700768ce988a06fd69c76
L639[11:49:58] <howtonotwin> Here's an basic example of what it SHOULD be like
L640[11:50:08] <howtonotwin> tweak parts you need to tweak
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L642[11:53:46] <gr8pefish> Okay I'll try and replicate, thanks.
L643[11:54:12] <gr8pefish> For it to actually work, I'm assuming I need to register it somewhere?
L644[11:54:26] <howtonotwin> yes
L645[11:54:30] <howtonotwin> ModelLoader
L646[11:54:43] <howtonotwin> it has a method for registering ICustomModelLoaders
L647[11:54:52] <howtonotwin> don't have any ide open rn
L648[11:54:53] <gr8pefish> pre-init client?
L649[11:54:56] <howtonotwin> yep
L650[11:55:03] <gr8pefish> np, i can figure that out
L651[12:00:29] <gr8pefish> Hehe actually maybe not. For the Model loader registration, I don't see any method that takes in an ICML as a parameter. There's a couple that take in Resource locations
L652[12:02:00] <fry> ModelLoaderRegistry.registerLoader
L653[12:02:07] <fry> it's literally the first one :D
L654[12:02:19] <howtonotwin> durr, this is why I can't do anything without an IDE
L655[12:02:29] <howtonotwin> I though it was in ModelLoader .-.
L656[12:02:32] * howtonotwin hides
L657[12:02:52] <gr8pefish> I should've looked that too, my bad :/
L658[12:04:09] <gr8pefish> thanks by the way fri
L659[12:06:52] <williewillus> how do i give more ram to gradle, it failed for the first time from heap even though I haven't had to ever in 1.10 .-.
L660[12:07:35] <howtonotwin> gradle.properties
L661[12:07:39] <gigaherz> ~/.gradle/gradle.properties
L662[12:07:59] <gigaherz> org.gradle.jvmargs=-Xmx3G
L663[12:08:15] <gigaherz> (2G may be enough, but I like to be safe and I have plenty of ram ;P)
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L665[12:10:26] <williewillus> thx
L666[12:10:30] <williewillus> any word on https://github.com/MinecraftForge/MinecraftForge/issues/3246?
L667[12:13:33] <PaleoCrafter> I think it's reasonable
L668[12:14:59] <williewillus> it piles up to quite a bit on big packs
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L670[12:15:18] <PaleoCrafter> regarding the "optional content" stuff: might be worth adding dependency awareness to the new registry events?
L671[12:15:46] <williewillus> i don't know how that issue belongs on 3246 though
L672[12:16:05] <PaleoCrafter> yeah, the comments just made me think about it xD
L673[12:16:33] <williewillus> yeah idk why it was commented there, when it should've been on 2956
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L676[12:18:57] <tterrag> what about this one though >.> https://github.com/MinecraftForge/MinecraftForge/pull/3070
L677[12:19:31] <williewillus> i have asked for updates on that like 20 times already so no idea what's up
L678[12:19:38] <williewillus> time to delete my latest comment and bump it again i suppose
L679[12:20:25] <SquareWheel> Wow. 400MB in AllTheMods is quite a difference.
L680[12:20:26] <PaleoCrafter> meanwhile, I'm still waiting for a response from a certain fiery animal of the Capra genus, because I don't want to set up yet another IPS demo q.q
L681[12:21:55] <SquareWheel> What about the mipmapping performance issue I keep seeing mentioned. Is that a vanilla bug?
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L683[12:22:31] <howtonotwin> PC: That reminds me that Mathematica has a builtin function for detecting goats in an image..
L684[12:22:46] <PaleoCrafter> lol
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L686[12:23:24] <howtonotwin> http://codegolf.stackexchange.com/a/71680/50062
L687[12:23:50] <howtonotwin> somehow mathematica only shines in codegolf when it's not actually math being discussed
L688[12:23:55] <williewillus> lol
L689[12:24:12] <williewillus> SquareWheel: no because vanilla just drops mipmapping if it seses a texture it doesn't like
L690[12:24:30] <williewillus> forge added a patch that forces it on at the cost of some artifacts, but idk why it causes performance drops
L691[12:24:30] <SquareWheel> Well that's one approach I guess.
L692[12:24:44] <williewillus> idk if mezz looked at it yet,haven't been around much lately :P
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L694[12:34:36] <gr8pefish> Okay, howtonotwin: I carefully went through and tried to replicate the old code with that gist, and it seems much better now, however it doesn't do much of anything still. If you don't want to debug I totally understand, but if you notice something glaringly wrong, let me know. Updated code: https://github.com/gr8pefish/IronBackpacks/tree/b28c380ce4a80748f0f5582e12858c56ecfc6c06/src/main/java/gr8pefish/ironbackpacks/client/modelItem
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L696[12:34:59] <howtonotwin> did you register the item to it?
L697[12:35:16] <gr8pefish> And the registration: https://github.com/gr8pefish/IronBackpacks/blob/b28c380ce4a80748f0f5582e12858c56ecfc6c06/src/main/java/gr8pefish/ironbackpacks/registry/ProxyRegistry.java#L12
L698[12:35:24] <gr8pefish> I haven't registered the item to it
L699[12:35:28] <gr8pefish> that would probably do it
L700[12:35:31] * gr8pefish hides
L701[12:35:32] <howtonotwin> yeah do that :P
L702[12:35:43] <gr8pefish> erm, how? :P
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L705[12:36:35] <howtonotwin> new ResourceLocation(Constants.MODID, "backpack")
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L707[12:37:03] <howtonotwin> oh
L708[12:37:13] <howtonotwin> ML.setCustomMRL takes an MRL
L709[12:37:18] <howtonotwin> right :P
L710[12:37:35] <howtonotwin> write a short little JSON in models/item
L711[12:37:55] <howtonotwin> { "parent": "modid:backpack" }
L712[12:38:07] <howtonotwin> and then register the item to that model
L713[12:38:48] <gr8pefish> that little json, does it matter what I call it? Or as long as I register the item to it it shouldn't matter?
L714[12:39:09] <howtonotwin> as long as you register the item to it, it doesn't matter.
L715[12:39:19] <gr8pefish> thought so, just double checking
L716[12:47:48] <gr8pefish> Alright, progress, I now have a spinning cube of pink/black: http://i.imgur.com/qR08qcO.png, pastebin of log (with relevant not found error): http://pastebin.com/A2JUb6Xn, github link for registration: https://github.com/gr8pefish/IronBackpacks/commit/647c8993d89fec28956d464a5f7958cf3d45840b?diff=unified
L717[12:48:25] <gr8pefish> howtonotwin ^
L718[12:48:34] <howtonotwin> actually use your modid maybe? :P
L719[12:48:43] <howtonotwin> fyi F3+T
L720[12:48:58] <howtonotwin> F3+T is best F3 :P
L721[12:54:43] <gr8pefish> oh my goodness, yup I'm an idiot. changing it didn't seem to fix it though. The error says: java.io.FileNotFoundException: ironbackpacks:models/backpack.json. Here's my setup with file structure: http://i.imgur.com/aWbOzwR.png
L722[12:55:09] <gr8pefish> oh that's cool I didn't know about F3 + T, thanks for that tip
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L725[12:57:50] <howtonotwin> Could not load vanilla model parent 'modid:backpack'
L726[12:57:57] <howtonotwin> that means that the modid in the JSON is wrong
L727[12:58:00] <howtonotwin> *domain
L728[12:58:05] <howtonotwin> fix it :P
L729[12:58:21] <howtonotwin> it should be Constants.MODID
L730[12:58:23] <howtonotwin> whatever that is
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L733[13:14:49] <mezz> kashike, I explained the purpose a bit in the PR description. in the case you specified, forge will not be able to detect which mod the proxy is from, but will assume it's from whatever mod is in the same jar. this might result in the proxy being created multiple times if there are multiple mods in the jar, so it writes a warning message but allows it
L734[13:15:23] <gr8pefish> howtonotwin, Okay so I think it's got to be some naming thing. here is what is happening: http://i.imgur.com/FI4Fe4M.png (screenshot of error and proof of right modid). Relevant RL for combined texture in the BackpackModelLoader: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/BackpackModelLoader.java#L14 (Note that that file, just 'backpack.json' does not exist anywhere). The
L735[13:15:23] <gr8pefish> other RL in the IModel does exist though: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L27
L736[13:17:56] <howtonotwin> I appear to be doing dumb things today >.<
L737[13:18:05] <howtonotwin> delete the models/item JSON
L738[13:18:20] <howtonotwin> instead write a blockstate json under blockstates/
L739[13:18:23] <howtonotwin> doing the same thing
L740[13:19:08] <howtonotwin> and change https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/BackpackModelLoader.java#L14
L741[13:19:13] <howtonotwin> to be blocks/backpack
L742[13:19:16] <gr8pefish> is it blockstates/ or blockstate/?
L743[13:19:20] <howtonotwin> I have to scram ~10 min
L744[13:19:22] <howtonotwin> with an s
L745[13:19:27] <gr8pefish> gotcha
L746[13:20:12] <mezz> SquareWheel, williewillus, I think the issue is that everyone has had mipmap 0 for so long. suddenly it works again and takes more vram, pushing some cards over their maximum and making it sloooow. solution is to just set the mipmap level lower again. forge could autodetect or something I guess, but detecting graphics capabilities is a notorious ton of work
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L748[13:25:32] <gr8pefish> howtonotwin, last question before you have to go probably, when I register the item, do I point it at the blockstate json to render as?
L749[13:28:49] <howtonotwin> yes
L750[13:29:32] <howtonotwin> { forge_marker: 1, variants { inventory [{ model: ironbackpack:backpack }] } }
L751[13:29:45] <howtonotwin> should do it, but we all know how reliable I am :P
L752[13:29:58] <gr8pefish> Hey, you've been great :D
L753[13:32:24] <howtonotwin> thanks :D
L754[13:33:28] <gr8pefish> No, thank you :)
L755[13:33:42] <gr8pefish> Also, not quite working still: http://i.imgur.com/FI4Fe4M.png
L756[13:33:52] <gr8pefish> (Just let me know when you have to go, it's no problem)
L757[13:34:36] <gr8pefish> Oops wrong link: http://i.imgur.com/M9WZYFi.png <- right one
L758[13:35:35] <howtonotwin> blockstates
L759[13:35:38] <howtonotwin> with an s
L760[13:35:39] <howtonotwin> :P
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L762[13:36:38] <gr8pefish> AND I ASKED YOU
L763[13:36:41] <gr8pefish> I'm so dumb
L764[13:36:46] <gr8pefish> I knew that would happen lol
L765[13:39:59] <gr8pefish> for set CMRL, for an item, do I have to specify something special in the RL to make it be a blockstate?
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L767[13:40:23] <howtonotwin> no
L768[13:40:35] <gr8pefish> This isn't quite working (it is looking in the items/ dir): ModelLoader.setCustomModelResourceLocation(basicBackpack, 0, new ModelResourceLocation(Constants.DOMAIN+"backpack_basic_parent", "inventory"));
L769[13:41:38] <gr8pefish> I get: Exception loading model ironbackpacks:item/backpack_basic_parent (the item dir is there)
L770[13:43:57] <howtonotwin> file structure seems a bit more deeply borked than anticipated lol
L771[13:44:14] <howtonotwin> where ad means assets/<domain> ...
L772[13:44:23] <howtonotwin> ad/models/item
L773[13:44:27] <howtonotwin> ad/models/block
L774[13:44:30] <howtonotwin> ad/blockstates
L775[13:44:35] <howtonotwin> ad/textures/item
L776[13:44:41] <howtonotwin> ad/textures/block
L777[13:44:45] <howtonotwin> ah crud
L778[13:45:03] <howtonotwin> **ad/textures/items
L779[13:45:03] <howtonotwin> **ad/textures/blocks
L780[13:45:13] <howtonotwin> that's how it should be
L781[13:45:21] <gr8pefish> oh, it was in the models dir, I had it like ../models/blockstates
L782[13:45:25] <gr8pefish> I need to move it up
L783[13:45:42] <howtonotwin> d(*^~)
L784[13:46:09] <howtonotwin> new favorite emoticon :P
L785[13:46:22] <gr8pefish> what is it? xD
L786[13:46:27] <howtonotwin> thumbs up
L787[13:46:30] <howtonotwin> d is a hand
L788[13:46:33] <tterrag> drunk thumbs up
L789[13:46:41] <gr8pefish> oh I see it now haha
L790[13:46:44] <howtonotwin> (* is a cheek+eye open
L791[13:46:47] <howtonotwin> ^ is nose
L792[13:46:52] <howtonotwin> ~ is winking eye
L793[13:46:57] <howtonotwin> ) is cheek
L794[13:47:33] <howtonotwin> garrett = ?
L795[13:47:36] <howtonotwin> (jk)
L796[13:49:41] <gr8pefish> These naming conventions are killing me, not sure what is wrong still: http://i.imgur.com/sXWTKSn.png
L797[13:51:28] <gr8pefish> Oh hidden line in that error log ^ Caused by: java.io.FileNotFoundException: ironbackpacks:models/item/backpack_basic_parent.json
L798[13:51:54] <gr8pefish> SO it's still looking in the models/item dir, not in blockstates/*
L799[13:54:00] <howtonotwin> pastebin things
L800[13:54:01] <howtonotwin> logs
L801[13:54:03] <howtonotwin> jsons
L802[13:54:04] <howtonotwin> code
L803[13:54:10] <gr8pefish> k
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L809[14:03:16] <gr8pefish> howtonotwin, Here's a gist of it all. If anything is unclear, let me know: https://gist.github.com/gr8pefish/d3cb3ff6bd138ebf3c8145b1f1f545a2
L810[14:04:19] <howtonotwin> "model": "ironbackpacks:backpack_basic"
L811[14:04:22] <howtonotwin> make that
L812[14:04:33] <howtonotwin> "model": "ironbackpacks:backpack"
L813[14:05:07] <gr8pefish> oh and derp, the error log: http://pastebin.com/zWNr2bS1
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L818[14:08:17] <gr8pefish> changed that model, and I still get this error (took out the irrelevant lines): http://pastebin.com/0Z9vmjza
L819[14:08:47] <howtonotwin> no need the whole thing
L820[14:08:54] <howtonotwin> there are multiple stacktraces
L821[14:09:00] <howtonotwin> I need the second one
L822[14:09:05] <gr8pefish> okay
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L824[14:10:06] <gr8pefish> verbose log: http://pastebin.com/z6WDJgJY
L825[14:10:16] *** tterrag is now known as tterrag|away
L826[14:11:44] <howtonotwin> that implies that the custom model loader isn't doing its job
L827[14:11:52] <howtonotwin> did you change anything?
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L829[14:13:56] <gr8pefish> No, other than the resource names. https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/BackpackModelLoader.java
L830[14:14:55] <gr8pefish> IModel should be the same as it was before: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java
L831[14:15:05] <howtonotwin> erm
L832[14:15:10] <howtonotwin> can you breakpoint loadModel
L833[14:15:16] <gr8pefish> sure
L834[14:15:22] <howtonotwin> oh
L835[14:15:25] <howtonotwin> be careful
L836[14:15:34] <howtonotwin> it'll be called once for every single model in the game
L837[14:15:40] <howtonotwin> and not loadModel
L838[14:15:41] <howtonotwin> sorry
L839[14:15:44] <howtonotwin> accepts
L840[14:15:55] <gr8pefish> oh, I should mention, it is rendering in inventory as a block (3d) not as a 2d item
L841[14:16:14] <howtonotwin> the missing model?
L842[14:16:21] <gr8pefish> yes
L843[14:16:37] <howtonotwin> that's just because that's how the missing model is shaped xD
L844[14:16:46] <gr8pefish> okay, just making sure
L845[14:16:57] * gr8pefish goes to do breakpoint stuff
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L848[14:24:11] <gr8pefish> howtonotwin, what information exactly are you looking for in the breakpoint? The modelLocation's field resourcePath?
L849[14:24:29] <howtonotwin> the entire path given
L850[14:24:57] <howtonotwin> you can probably filter the calls with path.getDomain()
L851[14:25:05] <gr8pefish> yeah I did that
L852[14:26:09] <gr8pefish> Okay, so it is looking for ModelLocation.resourcePath as models/item/backpack_basic_parent
L853[14:26:25] <howtonotwin> that's for the blockstate
L854[14:26:29] <howtonotwin> should be ignored
L855[14:26:57] <gr8pefish> Next one is inventory variant, should that be ignored too?
L856[14:27:06] <howtonotwin> same RL?
L857[14:27:13] <howtonotwin> if so yes
L858[14:27:51] <gr8pefish> then next one is models/block/backpack
L859[14:28:07] <howtonotwin> oh
L860[14:28:10] <howtonotwin> that's why
L861[14:28:14] <howtonotwin> you know what?
L862[14:28:16] <howtonotwin> change accepts
L863[14:29:30] <howtonotwin> make it into getDomain().equals(Constants.MODID) && (getPath().equals("backpack") || getPath().equals("block/backpack") || getPath().equals("models/block/backpack"))
L864[14:29:33] <howtonotwin> or something similar
L865[14:30:56] <gr8pefish> Is that a filtering if statement to add in?
L866[14:31:04] <howtonotwin> ?
L867[14:31:08] <howtonotwin> no just return that
L868[14:31:11] <howtonotwin> or something close to it
L869[14:31:11] <gr8pefish> okay
L870[14:31:21] <howtonotwin> and drop the RL constant that used to be there
L871[14:31:34] <gr8pefish> kay
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L874[14:37:02] <gr8pefish> should the 3d model to render be in assets/../models/item or just in assets/../models/ ?
L875[14:38:40] <howtonotwin> models/item
L876[14:38:43] <howtonotwin> wait
L877[14:38:45] <howtonotwin> no
L878[14:38:49] <howtonotwin> yes just models/
L879[14:39:04] <howtonotwin> you can change that by changing the path in the IModel/
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L881[14:39:31] <gr8pefish> affirmative
L882[14:39:52] <gr8pefish> hey no errors when loading mc
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L884[14:40:27] <gr8pefish> erp, but a crash :P
L885[14:41:27] <gr8pefish> Got a NPE at https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L145, you want the whole log? (doesn't say much)
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L887[14:42:11] <tterrag|away> your transforms are missing an entry
L888[14:42:25] <tterrag|away> you should do something like getOrDefault(TRSRTransformation.identity())
L889[14:42:29] *** tterrag|away is now known as tterrag
L890[14:43:12] * howtonotwin hides
L891[14:46:26] <gr8pefish> Still getting a NPE using: transforms.getOrDefault(transformType, TRSRTransformation.identity())
L892[14:47:11] <gr8pefish> Those variables are confusing standalone. Github link: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L145
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L894[14:49:57] <tterrag> perhaps transformType is null?
L895[14:49:59] <tterrag> show your stacktrace
L896[14:50:02] <gr8pefish> https://snag.gy/ShAzPa.jpg
L897[14:50:33] <gr8pefish> transformType isn't null, it appears transformed and baseMatrix are
L898[14:50:33] <tterrag> oh
L899[14:50:35] <tterrag> getRight() is giving null
L900[14:50:41] <gr8pefish> yup
L901[14:50:57] <tterrag> that doesn't make sense
L902[14:51:06] <tterrag> wait
L903[14:51:19] <tterrag> it must be in your handlePerspective delegation call
L904[14:51:24] <tterrag> here https://github.com/gr8pefish/IronBackpacks/blob/dev-1.10/src/main/java/gr8pefish/ironbackpacks/client/modelItem/ModelBackpackItem.java#L135
L905[14:51:41] <howtonotwin> DURR!
L906[14:51:48] <howtonotwin> the matrix may also be null
L907[14:51:51] * howtonotwin is a failure
L908[14:52:07] <howtonotwin> explicitly stated in the comment on that method too ;_;
L909[14:52:14] <gr8pefish> howtonotwin is not a failure, just messes up sometimes like all of us :)
L910[14:52:38] <howtonotwin> more null checks
L911[14:52:40] <howtonotwin> yay
L912[14:53:38] <gr8pefish> that's all it is to fix it?
L913[14:53:42] <howtonotwin> yep
L914[14:54:19] <howtonotwin> but the way the matrix is being set rn is a bit stranger than normal
L915[14:54:29] <gr8pefish> what gets returned if the null checks don't pass?
L916[14:54:34] <howtonotwin> bc Matrix4f::mul actually overwrite itself
L917[14:54:41] <howtonotwin> just replace null with the identity matrix
L918[14:54:54] <howtonotwin> so you want to take the matrix out
L919[14:55:15] <howtonotwin> if its null, default to identity matrix
L920[14:55:19] <howtonotwin> then multiply that
L921[14:55:24] <gr8pefish> gotcha
L922[14:55:34] <howtonotwin> then Pair.of(old.left, newMatrix)
L923[14:55:57] <howtonotwin> unlike right now where mul directly mutates the pair
L924[14:56:03] <gr8pefish> Okay
L925[14:56:11] <gr8pefish> Easy code way to get identity matrix?
L926[14:56:20] <gr8pefish> i.e. method call
L927[14:56:34] <Ordinastie> m.identity() ?
L928[14:57:02] <gr8pefish> where m is what class?
L929[14:57:18] <gr8pefish> sorry I know it's basic, but I just don't know the specifics
L930[14:57:55] <tterrag> Matrix4f
L931[14:57:55] <howtonotwin> Matrix4f
L932[14:58:01] <tterrag> NINJAD
L933[14:58:11] <howtonotwin> ...
L934[14:58:12] <howtonotwin> y
L935[14:58:17] <howtonotwin> y u do this garrett
L936[14:58:21] <howtonotwin> :P
L937[14:59:00] <gr8pefish> ah it was instance.setIdentity() not a static call
L938[14:59:12] <gr8pefish> ty ninja garrett
L939[14:59:16] <gr8pefish> xD
L940[14:59:36] <howtonotwin> /effect tterrag slowness 1000000 255
L941[15:00:28] <fry> can always use TRSRTransformation.identity().getMatrix() so that you don't have to manually create a new object and call the method
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L943[15:01:27] <tterrag> ^^ what fry said
L944[15:01:34] <tterrag> I mean....what........fry.......said....
L945[15:01:47] <gr8pefish> Ah thanks fry, that's exactly what I was looking for
L946[15:02:31] <fry> triple ping! been awhile since I had one of those :D
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L948[15:03:05] <gr8pefish> sorry, your name is so short, forgot about that!
L949[15:03:06] <tterrag> doesnt' that mean you're going to haunt us now?
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L951[15:04:52] <howtonotwin> ?yrf
L952[15:05:07] * howtonotwin cackles once more
L953[15:07:02] <gigaherz> is that supposed to be RTL text?
L954[15:07:14] <howtonotwin> it is
L955[15:07:17] <howtonotwin> xD
L956[15:07:24] <gigaherz> doesn't work here ;:p
L957[15:07:26] <gigaherz> ;P*
L958[15:07:30] <tterrag> bad IRC client
L959[15:07:33] <tterrag> looks fine to me :D
L960[15:07:40] <howtonotwin> select a bit of it
L961[15:07:48] <howtonotwin> just the tip
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L964[15:08:58] <gr8pefish> WOOT! progress :D Not perfect, but finally a 3d model on the ground
L965[15:09:03] <howtonotwin> yay
L966[15:09:13] <howtonotwin> in hand it WAS supposed to be invisible, right :P
L967[15:09:25] <howtonotwin> you can just swap out the paths if it's not
L968[15:09:31] <gr8pefish> xD No, but that should be easy to change right, just paths
L969[15:09:33] <gr8pefish> ^
L970[15:09:36] <gr8pefish> yeha perfect
L971[15:09:48] <howtonotwin> pictures?
L972[15:10:48] <gr8pefish> one sec, trying to get it to work in term of normal (non-invisible) item in hand real quick
L973[15:11:10] <howtonotwin> you can probably change the constant directly and F3+T
L974[15:11:16] <howtonotwin> probably
L975[15:11:18] <gr8pefish> tried, didn't work
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L978[15:15:53] <gr8pefish> howtonotwin, http://i.imgur.com/WFkzdcs.png and http://i.imgur.com/ozuj4lX.png
L979[15:15:58] <gr8pefish> close!
L980[15:16:30] <gr8pefish> Just need to change it so that in the inventory the icon isn't the model, but the icon (possible?) and make the model not go into the gorund
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L984[15:17:52] <ScottehBoeh> Salutations :)
L985[15:18:46] <howtonotwin> hello mr. war mod
L986[15:18:48] <howtonotwin> :P
L987[15:18:54] <ScottehBoeh> xD
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L989[15:21:27] <Koward> Guys what's the class of the redstone dust block ?
L990[15:21:55] <howtonotwin> BlockRedstoneWire
L991[15:22:34] <Koward> Oh I thought that was the trap wire
L992[15:22:40] <Koward> Thank you.
L993[15:22:57] <howtonotwin> np
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L995[15:29:29] <wundrweapon> I solved the client/common problem in the worst way eveer but fuck it, it works
L996[15:29:42] <howtonotwin> um?
L997[15:30:00] <howtonotwin> the "solution" is like the most common thing in all mods :P
L998[15:30:36] <wundrweapon> instead of making a clientproxy variable, I just made the skipBowPullAnim function static and called it directly with ClientProxy.sBPA()
L999[15:30:46] <howtonotwin> UM
L1000[15:30:49] <howtonotwin> https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/common/Botania.java#L113-L114
L1001[15:30:50] <howtonotwin> thats
L1002[15:30:55] <howtonotwin> that's how you do it
L1003[15:30:57] <howtonotwin> like that
L1004[15:31:18] <wundrweapon> wtf
L1005[15:31:28] <wundrweapon> why won't eclipse find IProxy
L1006[15:31:44] <howtonotwin> bc that's meant to be your own interface
L1007[15:31:45] <howtonotwin> xD
L1008[15:31:46] <howtonotwin> https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/common/core/proxy/IProxy.java
L1009[15:31:52] <howtonotwin> https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/common/core/proxy/ServerProxy.java
L1010[15:32:02] <gigaherz> I dont' even cal lthem IProxy
L1011[15:32:05] <howtonotwin> https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/client/core/proxy/ClientProxy.java
L1012[15:32:13] <gigaherz> for my it's either IModProxy, or ISidedProxy, depending on which mod you look at
L1013[15:32:14] <gigaherz> ;p
L1014[15:32:16] <gigaherz> me*
L1015[15:33:23] <howtonotwin> you see?
L1016[15:33:33] <howtonotwin> the interface defines what the proxy does
L1017[15:33:41] <howtonotwin> and then the implementations
L1018[15:33:42] <wundrweapon> I sorta get it, but what of those things are needed
L1019[15:33:52] <howtonotwin> whatever you need to need
L1020[15:33:54] <howtonotwin> um
L1021[15:33:56] <howtonotwin> english
L1022[15:34:01] <Koward> Btw I don't know why people always do a COmmonProxy
L1023[15:34:21] * wundrweapon suspects that English may not be howtonotwin's first language
L1024[15:34:33] <howtonotwin> it is, kinda
L1025[15:34:39] <howtonotwin> you see I knew another language
L1026[15:34:57] <gr8pefish> howtonotwin, do you know the way to set the (y point?) of the item on the ground so that it is higher up and doesn't clip into the ground
L1027[15:34:58] <howtonotwin> and then I English was basically the only language in my life from age 3 on
L1028[15:35:10] <gr8pefish> *item on the ground = le new fancy model
L1029[15:35:11] <wundrweapon> what did you once know
L1030[15:35:15] <Koward> Then you were kidnapped by evil americans and raised in NYC sewers ? Typical.
L1031[15:35:21] <howtonotwin> :D
L1032[15:35:24] <gr8pefish> what language?
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L1034[15:35:54] <howtonotwin> gr8pefish I think the only things you can do are edit the model to not clip and/or set transforms
L1035[15:36:44] * howtonotwin invokes The BS Act S5.2a; therefore evading the question.
L1036[15:36:44] <gr8pefish> all I want is it to be higher up, it's default is like 1/2 in the ground. Is the best way to do that just transform it vertically?
L1037[15:37:48] <howtonotwin> nope, either edit the model or give it a transform
L1038[15:37:52] <Koward> Guys I want to notify neighbors when my generator block (for my custom redstone-like power) is placed, but onBlockAdded is called before the Tile Entity is set so I can't get the capability from it.
L1039[15:38:07] <howtonotwin> 1) onBlockAddedBy
L1040[15:38:26] <howtonotwin> 2) DO NOT DO ANYTHING AT ALL THAT WOULD MAKE onBlockAdded NOT A PURE FUNCTION
L1041[15:39:01] <howtonotwin> EVER
L1042[15:39:18] <howtonotwin> /minorrant
L1043[15:39:54] * howtonotwin exorcises the spirit of Lex
L1044[15:39:54] <gr8pefish> hmm, by "give it a transform" is that in the code, or in the model json?
L1045[15:39:59] <howtonotwin> json
L1046[15:40:04] <howtonotwin> wait
L1047[15:40:07] <howtonotwin> nvm
L1048[15:40:14] <howtonotwin> really best bet is to edit the JSON
L1049[15:40:23] * gr8pefish still doesn't know enough about models after all this
L1050[15:40:24] <Koward> Ok ok. When I think about it I don't need the capability anyway, I was just using this IRC chat to force me to properly formulate my thoughts.
L1051[15:40:31] <gr8pefish> Alright, will edit json, ty
L1052[15:40:33] <Koward> Really a bad habit
L1053[15:41:55] <howtonotwin> also gr8pe model docs are on their way
L1054[15:41:58] <howtonotwin> hang tight
L1055[15:42:01] <gr8pefish> \o/
L1056[15:42:04] * howtonotwin is Model Man
L1057[15:42:17] * howtonotwin is dispensing model help to all these lost souls
L1058[15:42:41] <gr8pefish> by the way, can I like buy you a beer or something, or in some way show my gratitude for all your rediculous amounts of help? <3
L1059[15:42:52] <howtonotwin> the thing that you can do
L1060[15:42:57] <howtonotwin> is when I push my docs
L1061[15:43:01] <howtonotwin> you can proofread them
L1062[15:43:06] <howtonotwin> like deeply proofread them
L1063[15:43:14] <howtonotwin> nitpick the tiniest blip of word choice
L1064[15:43:23] <howtonotwin> :P
L1065[15:43:28] <gr8pefish> I can do that, definitely!
L1066[15:43:45] <howtonotwin> now you'll have to wait for a week as I write the other half
L1067[15:43:46] <howtonotwin> xD
L1068[15:43:52] <gr8pefish> haha
L1069[15:44:13] <gr8pefish> if you want to send me WIP sections to edit/proofread just let me know as well
L1070[15:44:39] <howtonotwin> I'll give you a gist of the first half then
L1071[15:44:51] <howtonotwin> note: This requires that you have also read the current model docs
L1072[15:45:12] * gr8pefish starts reading other model docs frantically
L1073[15:45:33] <howtonotwin> https://github.com/howtonotwin/MCForgeDocumentation/tree/models/docs/models
L1074[15:45:34] <howtonotwin> here
L1075[15:45:43] <howtonotwin> find mkdocs.yml at the root of the repo
L1076[15:45:52] <howtonotwin> and that'll tell you the order you should read them in
L1077[15:46:03] <howtonotwin> section "Models"
L1078[15:47:16] <howtonotwin> https://gist.github.com/howtonotwin/399aa28984d729060f30b44a02d4c726
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L1080[15:47:21] <howtonotwin> and here's the new section
L1081[15:48:13] <gr8pefish> Alright, it'll take me a bit, I have to read the other docs and I want ot be thurough
L1082[15:48:28] <gr8pefish> I can't english either apparently
L1083[15:48:39] <gr8pefish> *to be thorough
L1084[15:49:00] <howtonotwin> yay that's proofreading slave #2
L1085[15:49:05] <howtonotwin> who's next? :D
L1086[15:49:32] <gigaherz> finally! got a nice configuration on my voxel engine's terrain generation algorithm
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L1093[15:57:52] <wundrweapon> HOWTONOTWIN
L1094[15:58:00] <howtonotwin> hi
L1095[15:58:02] <wundrweapon> I MADE THE SELECTABLE ZOOM
L1096[15:58:12] <wundrweapon> IT WORKED FLAWLESSLY
L1097[15:58:14] <howtonotwin> you seem very excited
L1098[15:58:16] <howtonotwin> :P
L1099[15:58:39] <howtonotwin> you rn: https://media2.giphy.com/media/TI8yz4eu34zDO/200_s.gif
L1100[15:58:45] <wundrweapon> I am because I had to do the researches and found out about this FOVUpdateEvent which I have to use
L1101[15:58:58] <wundrweapon> that is in fact me rn, just the opposite gender
L1102[15:59:10] <howtonotwin> I think YOU'RE the one who has english as a second language
L1103[15:59:12] <howtonotwin> lol
L1104[15:59:20] <howtonotwin> (jk)
L1105[16:00:45] <wundrweapon> kek
L1106[16:00:50] <wundrweapon> I wish I did, though
L1107[16:01:03] <wundrweapon> knowing two langauges would make my life a bit less of a waste
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L1109[16:01:33] <gigaherz> they say it makes your brain better at understanding things, too
L1110[16:01:34] <wundrweapon> anyways, ow enhancements is like 50% done with the first public beta
L1111[16:01:36] *** mumfrey is now known as Mumfrey
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L1113[16:01:47] <gigaherz> as in, less rigid
L1114[16:01:53] <wundrweapon> all it needs is a pair of enchants, and then ta-da
L1115[16:02:36] <wundrweapon> thing is...
L1116[16:02:41] <wundrweapon> they'll be the hardest two :/
L1117[16:02:51] <howtonotwin> what are they?
L1118[16:02:59] <gigaherz> making the enchants is really really easy
L1119[16:03:04] <gigaherz> making the enchants DO things, that's the fun part
L1120[16:03:04] <gr8pefish> sweet, that json modification worked perfectly. howtonotwin, do you know how to change it so the icons shown in the hotbar show the texture and not the model (i.e. the item, not the "block") as well?
L1121[16:03:04] <gigaherz> ;P
L1122[16:03:14] <howtonotwin> ?
L1123[16:03:18] <howtonotwin> don't they do that already?
L1124[16:03:35] <gr8pefish> look at hotbar http://i.imgur.com/WFkzdcs.png
L1125[16:03:45] <howtonotwin> oh
L1126[16:03:59] <gigaherz> just have different models in the "inventory" variant?
L1127[16:04:06] <howtonotwin> change the if statement in handlePerspective
L1128[16:04:08] <howtonotwin> :P
L1129[16:04:27] <howtonotwin> Inventory (hotbar included) is GUI
L1130[16:04:45] <gigaherz> oh he wants the in-hand model different?
L1131[16:05:01] <gr8pefish> yup giga
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L1133[16:05:59] <wundrweapon> what they are is automated rapid fire (machine gun, if you will) and anti-gravity arrows
L1134[16:06:23] <howtonotwin> hmm
L1135[16:06:29] <howtonotwin> add data to arrows
L1136[16:06:31] <wundrweapon> I know one guy (Lithian?) made anti-gravity arrows as an enchant in one of his open-source mods, but the code is too ocmplex for me
L1137[16:06:39] <howtonotwin> and then use events?
L1138[16:06:48] <wundrweapon> how so?
L1139[16:07:30] <howtonotwin> IDK no IDE in front of me :P
L1140[16:07:33] <gr8pefish> sweet, thanks howtonotwin, that works perfectly
L1141[16:09:05] <gr8pefish> In retrospect I probably should have just gone ahead and done a full model everywhere and then just rendered it a little special in hand/in gui. ¯\_(ツ)_/¯
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L1145[16:11:51] <Shambling> is ugly textures on mod villagers common? I'm getting either ultra antialiased textures (i.e. taking the texture, and blurring it so badly its fugly) or the texture is white
L1146[16:13:11] <Roburrito> I'm feeling really stupid. I seem to be having trouble with ModelLoader.setCustomModelResourceLocation
L1147[16:13:40] <Roburrito> ModelResourceLocation(HorseLords.MODID + ":" + id, "inventory")
L1148[16:14:03] <wundrweapon> wait
L1149[16:14:03] <Roburrito> assets.horselords.models.item
L1150[16:14:20] <wundrweapon> I just remembered I have a third enchant that has yet to be done... and it's a doozy
L1151[16:14:46] <howtonotwin> Roburrito: For reference: https://github.com/howtonotwin/MCForgeDocumentation/blob/models/docs/models/using.md#item-models
L1152[16:14:46] <wundrweapon> as soon as the arrow is fired, it lands (and deals damage, if applicable) wherever it would normally land... instantly
L1153[16:14:57] <howtonotwin> That
L1154[16:15:02] <howtonotwin> seems difficult
L1155[16:15:04] <howtonotwin> very
L1156[16:15:06] <howtonotwin> :P
L1157[16:15:08] <howtonotwin> well
L1158[16:15:10] <howtonotwin> wait
L1159[16:15:14] <howtonotwin> you could spawn an arrow
L1160[16:15:20] <wundrweapon> so anti-gravity and instant land makes it a CoD sniper rifle :/
L1161[16:15:24] <howtonotwin> then while(!hit) arrow.onUpdate()
L1162[16:15:28] <Roburrito> Thank you, reading now.
L1163[16:15:47] <howtonotwin> which would constantly shove the arrow around to its target
L1164[16:15:53] <howtonotwin> in one tick
L1165[16:16:12] <howtonotwin> that's how Botania handles its fake mana bursts :P
L1166[16:16:17] <wundrweapon> as as long as not on the ground, keep updating it, then spawn an arrow in its place?
L1167[16:16:22] <wundrweapon> then what about the original arrow
L1168[16:16:25] <howtonotwin> what
L1169[16:16:29] <howtonotwin> no just spawn the arrow
L1170[16:16:35] <howtonotwin> update it until it hits something
L1171[16:16:35] <wundrweapon> oh
L1172[16:16:37] <howtonotwin> then stop
L1173[16:16:41] <wundrweapon> I see what you're saying
L1174[16:16:59] <howtonotwin> BTW anti-grav+insta arrows could be really bad
L1175[16:17:10] <howtonotwin> what if I shoot parallel to the ground
L1176[16:17:13] <howtonotwin> in a superflat world?
L1177[16:17:25] <howtonotwin> so the arrow just sails on forever through unloaded chunks?
L1178[16:17:29] <Shambling> so weird, they spawn with a texture, then minecraft sets it white
L1179[16:17:41] <wundrweapon> that's why I'd need to add protection against chunk loads
L1180[16:18:00] <howtonotwin> or you can just say antigrav+instant = no :P
L1181[16:18:01] <wundrweapon> I would, in theory, despawn the arrow when it leavs the loaded chunks
L1182[16:18:22] <wundrweapon> the reason I added instant was solely because I wanted it with anti-grav XD
L1183[16:18:30] <howtonotwin> oh ok
L1184[16:18:31] <howtonotwin> :P
L1185[16:19:03] <wundrweapon> the idea originally was to make it like a sniper rilfe (by doing that) and have the MORS fire sound from Advanced Warfare play on-fire
L1186[16:19:24] <howtonotwin> 3 sticks and spider string = gunshot?
L1187[16:19:51] <howtonotwin> :P
L1188[16:20:01] <Roburrito> Okay, so I'm calling the method correctly. I don't have a blockstate and am passing "inventory" as the second string. So it goes to #4 on that list.
L1189[16:20:08] <howtonotwin> yep
L1190[16:20:30] <Roburrito> I have ironHorseShoe, which is presently working with localization, so I know I have the name being passed along in one direction.
L1191[16:20:45] <wundrweapon> yes, exactly XD
L1192[16:20:49] <wundrweapon> why wouldn't it be
L1193[16:21:03] <Roburrito> and in assets.horselords.models.item I have ironHorseShoe.
L1194[16:21:09] <howtonotwin> remember_to_snake_case_everything_resource_system_related
L1195[16:21:19] <howtonotwin> ironHorseShoe.json?
L1196[16:21:24] <howtonotwin> it has to be .json
L1197[16:21:31] <howtonotwin> even though the path doesn't say it
L1198[16:21:52] <howtonotwin> also fyi if you have MC loaded
L1199[16:21:53] <Roburrito> The file in item is ironHorseShoe.json
L1200[16:22:07] <howtonotwin> and you just changed something in assets and the code is untouched
L1201[16:22:11] <howtonotwin> you can use F3+T
L1202[16:22:24] <howtonotwin> logs
L1203[16:22:44] <Roburrito> Oh, interesting.
L1204[16:22:44] <howtonotwin> models tend to generate stacktraces ad nauseam :P
L1205[16:23:14] <Roburrito> But I should have iron_horse_shoe instead of ironHorseShoe? Just for best practices?
L1206[16:23:17] <howtonotwin> yes
L1207[16:23:24] <howtonotwin> also bc 1.11 will kill you otherwise
L1208[16:23:26] <wundrweapon> the_danger_noodles_have_invaded_our_resources
L1209[16:23:29] <Roburrito> GOOD REASON
L1210[16:24:05] <howtonotwin> ^ THAT'S THE LITERAL OPPOSITE OF SNAKE CASE RIGHT THERE
L1211[16:24:07] <howtonotwin> :P
L1212[16:24:12] <wundrweapon> kek
L1213[16:24:21] <wundrweapon> technically "kek" is valid snek case
L1214[16:24:38] <Roburrito> kek snek bek kek
L1215[16:24:44] <wundrweapon> not that though ^
L1216[16:24:46] <gr8pefish> howtonotwin: hmm, so here's a small dillema. I want to render every backpack differently, and I would rather not rewrite all that special code we just did for every backpack (all of them are an ItemBackpack). However, the resource locations change for each backpack type (obviously). The resource locations can be accessed from each backpack item, but that isn't accessible (as far as I know) in an IModel. How do I expand the system to account
L1217[16:24:47] <gr8pefish> for that?
L1218[16:25:03] <howtonotwin> IModelCustomData
L1219[16:25:08] <howtonotwin> or whatever it's called
L1220[16:25:12] <gr8pefish> I'll look into it, thanks
L1221[16:25:25] <Roburrito> Hokieday, so in ModItems I have my ItemBase fields which don't care about the danger noodles.
L1222[16:25:29] <howtonotwin> use that to make the submodels definable in JSON
L1223[16:25:47] <Shambling> what was the reasoning behind no uppercase in 1.11 anyways?
L1224[16:25:52] <howtonotwin> note: registry_names_are_snake_case_too
L1225[16:26:01] <howtonotwin> filesystem case sensitivity
L1226[16:26:05] <Roburrito> Then I register them, passing the String "item_name" along instead of "itemName" as I have been, refactoring along the way.
L1227[16:26:14] <Roburrito> So glad I started testing this with two items :P
L1228[16:26:21] <howtonotwin> logs would be very nice :P
L1229[16:26:26] <Shambling> has that been an issue up until now? Its supported mac windows and linux quite well
L1230[16:26:27] <howtonotwin> very
L1231[16:26:32] <howtonotwin> ask mojang
L1232[16:26:34] <howtonotwin> :P
L1233[16:26:50] <wundrweapon> I just added a config option for the anim skip, just in case some crazy boi wants it unchanged XD
L1234[16:27:09] <howtonotwin> now imagine what that code would be in 1.7
L1235[16:27:14] <howtonotwin> does that make you happy :P
L1236[16:27:15] <Roburrito> Imma try snaking before passing a log.
L1237[16:27:18] <diesieben07> random question: is there such a thing as a "gpu emulator"? As in: software that pretends to be a graphics driver but works without any kind of GPU and just emulates the whole thing and gives me some kind of image at the end
L1238[16:27:28] <Shambling> directx
L1239[16:27:29] <Shambling> =P
L1240[16:27:32] <howtonotwin> it's called VirtualBox :P
L1241[16:27:41] <howtonotwin> (jk)
L1242[16:27:47] <diesieben07> directx is a graphics api...
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L1244[16:27:54] <diesieben07> and does VirtualBox run without a gpu?
L1245[16:28:10] <howtonotwin> /macro testit
L1246[16:28:13] <wundrweapon> howtonotwin: probably evil as all hell, which makes me happy, but then I realize that I'll have to update Ender Advancement to 1.10.2 and the means custom JSONs and moar_snek_case
L1247[16:28:15] <Shambling> Not sure if it does it anymore, but I was referencing the fallback methods it would use if you didn't have a standalone gpu
L1248[16:28:57] <diesieben07> i am talking about not having ANY kind of GPU
L1249[16:29:06] <diesieben07> a server in a datacenter somewhere which does not even have a monitor
L1250[16:29:25] <gr8pefish> howtonotwin, using the IModelCustomData I would have to implement a new IModel for each backpack variant, correct? Because IModel is immutable, meaning I can't change it. Oh wait, could I just pass in the differentiated RL to the constructor of the IModel?
L1251[16:29:28] <howtonotwin> https://code.google.com/archive/p/gpuocelot/
L1252[16:29:31] <howtonotwin> no
L1253[16:29:38] <howtonotwin> you can use JSON for it then
L1254[16:29:54] <gr8pefish> pure json?
L1255[16:29:59] <howtonotwin> so use IMCD to make the several perspectives totally customizable
L1256[16:30:00] <howtonotwin> yes
L1257[16:30:17] <diesieben07> howtonotwin, that's just CUDA. i would need OpenGL (this is for MC :P)
L1258[16:30:33] <diesieben07> this is the closest I have found: https://github.com/google/swiftshader
L1259[16:30:33] <gr8pefish> oh okay. I guess the static final RL fields at the top would go away then and be replaced by that json data
L1260[16:30:37] <diesieben07> but it's just openGL-ES
L1261[16:30:39] <howtonotwin> yes
L1262[16:31:15] <wundrweapon> I'm gonna try to make the onUpdate loop in my arrowlooseevent handle. any ideas on how to get the arrow in question?
L1263[16:31:24] <howtonotwin> you can't
L1264[16:31:27] <wundrweapon> damn
L1265[16:31:29] <howtonotwin> it happens before the arrow spawns
L1266[16:31:33] <wundrweapon> so i create a newarrow
L1267[16:31:45] <howtonotwin> and return -1
L1268[16:31:48] <howtonotwin> that should do it
L1269[16:31:50] <howtonotwin> :P
L1270[16:32:08] <wundrweapon> "create a new arow and return -1"wat
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L1272[16:32:20] <Roburrito> Okay, noodling my filenames did not fix it. What log do you want?
L1273[16:32:25] <howtonotwin> the client log
L1274[16:32:29] <howtonotwin> all of it
L1275[16:32:45] <howtonotwin> don't cut any parts away bc model errors produce multiple stacktraces
L1276[16:33:22] <howtonotwin> -1 cancels the spawning of the arrow in ItemBow
L1277[16:33:39] <wundrweapon> couldn't I just cancel the event then...?
L1278[16:33:45] <howtonotwin> oh
L1279[16:33:48] <howtonotwin> oh right
L1280[16:33:51] <howtonotwin> carry on
L1281[16:34:00] * howtonotwin increases shame counter
L1282[16:34:05] <wundrweapon> also, how would I deal with spectral/tipped arrows?
L1283[16:34:23] <howtonotwin> well they're all still EntityArrow
L1284[16:34:23] <wundrweapon> because those are a thing now, unfortunately
L1285[16:34:27] <wundrweapon> oh really?
L1286[16:34:29] <wundrweapon> nice
L1287[16:34:30] <howtonotwin> I think
L1288[16:34:39] <howtonotwin> except maybe the spectral one
L1289[16:34:46] <gr8pefish> yeah they are I think
L1290[16:35:03] <wundrweapon> they both extend entityarrow :P
L1291[16:35:14] * wundrweapon beathes a sigh of relief
L1292[16:36:06] <howtonotwin> instant+rapidfire+infinity+antigrav+allcritical arrows
L1293[16:36:09] * howtonotwin is scared
L1294[16:37:30] <howtonotwin> gr8pefish: If you want to know how IModel and IBakedModel work they're actually in my docs
L1295[16:37:42] <howtonotwin> and so are all the IModel subinterfaces
L1296[16:37:58] <gr8pefish> Yeah I'll read it all for sure, ty
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L1298[16:38:19] <gr8pefish> Just want to get this working since I'm so close then I'll dive into the details
L1299[16:38:33] <howtonotwin> the thing about the model system is
L1300[16:38:44] <howtonotwin> if you don't already know how it works
L1301[16:38:54] <gigaherz> hmm I wonder what would be a good way to generate random "cliffs" on a heightmap
L1302[16:38:55] <howtonotwin> you will fry your brain trying to get it by trial and error
L1303[16:39:17] <howtonotwin> I should know :P
L1304[16:39:26] <howtonotwin> I went codediving to write those docs
L1305[16:39:30] <gr8pefish> ^ True, that's what I've basically tried to do :P
L1306[16:39:41] <gigaherz> constrained trial and error is how science works
L1307[16:39:47] <gigaherz> unconstrained trial and error is how idiots work
L1308[16:39:59] <Roburrito> https://github.com/Roburrito/logs/blob/master/No_Item_Model
L1309[16:40:46] <howtonotwin> I don't see any errors...
L1310[16:40:53] <howtonotwin> what did you say was your problem again?
L1311[16:41:40] <wundrweapon> you know what on second thought entityarrow is arguably the most frustating class I've ever dealt with
L1312[16:41:41] <Roburrito> One moment, screenshotting
L1313[16:41:54] <howtonotwin> this is MC
L1314[16:41:56] <wundrweapon> and I don't event know how to deal with it
L1315[16:42:01] <howtonotwin> and we're hacking into it
L1316[16:42:06] <howtonotwin> ofc it'll be a mess :P
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L1318[16:43:31] <wundrweapon> anyways, I have no clue what I'm doing with this getArrowStack abstracted method
L1319[16:43:37] <howtonotwin> erm
L1320[16:44:31] <Roburrito> https://github.com/Roburrito/logs/blob/master/Inventory.png
L1321[16:44:46] <Roburrito> I can make WORLDS in Unity. Can't get a horseshoe to render in Minecraft.
L1322[16:45:08] <tterrag> almost like minecraft isn't a game engine :D
L1323[16:45:19] <howtonotwin> o_O
L1324[16:45:26] <howtonotwin> no errors but missing model
L1325[16:45:34] <howtonotwin> well that's a bad omen
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L1329[16:45:53] <Roburrito> This is 1.10.2
L1330[16:46:36] <howtonotwin> can you show the JSON?
L1331[16:47:02] <gigaherz> Roburrito: show your ModelLoader.setCustomMRL call, and your model json / blockstates json
L1332[16:49:55] <Roburrito> Just uploaded the whole mod.
L1333[16:50:26] <Roburrito> https://github.com/Roburrito/Horse-Lords/blob/master/main/java/com/sandfieldonline/horselords/proxy/ClientProxy.java
L1334[16:50:38] <Roburrito> https://github.com/Roburrito/Horse-Lords/blob/master/main/java/com/sandfieldonline/horselords/item/ItemBase.java
L1335[16:50:44] <Roburrito> https://github.com/Roburrito/Horse-Lords/blob/master/main/java/com/sandfieldonline/horselords/item/FarrierItems.java
L1336[16:51:10] <Roburrito> https://github.com/Roburrito/Horse-Lords/blob/master/main/resources/assets/horselords/models/item/iron_horse_shoe.json
L1337[16:51:53] <gigaherz> you have to register your stuff during the pre-init phase
L1338[16:52:08] <gigaherz> wiat nevermind
L1339[16:52:11] <gigaherz> the method is called init
L1340[16:52:13] <gigaherz> but you call it from preinit
L1341[16:52:26] <Roburrito> Called by mod class in preinit
L1342[16:52:35] <Roburrito> Ah, yes.
L1343[16:52:43] <Roburrito> I supppose that's a best practice fix.
L1344[16:52:46] <howtonotwin> Unrelated: setUnlocalizedName(name)
L1345[16:52:51] <howtonotwin> bad practive
L1346[16:52:53] <howtonotwin> *practive
L1347[16:52:56] <howtonotwin> *practive
L1348[16:52:59] <howtonotwin> I quit
L1349[16:53:02] <Roburrito> *practikal
L1350[16:53:16] <Roburrito> Which part? Calling it name?
L1351[16:53:21] <Roburrito> Call it label?
L1352[16:53:23] <howtonotwin> lang files and unlocalized names are all in the same namespace
L1353[16:53:26] <wundrweapon> bad paktis
L1354[16:53:26] <gigaherz> you shoudl always include your modid in lang strings
L1355[16:53:35] <howtonotwin> therefore this can collide with other mods
L1356[16:53:36] <gigaherz> due to them being on a global table
L1357[16:53:50] <Roburrito> Ahhh.
L1358[16:53:50] <howtonotwin> ^ he does it like modid+"."+name
L1359[16:54:15] <gigaherz> I don't see anything wrong ...
L1360[16:54:18] <gigaherz> incidently
L1361[16:54:30] <gigaherz> Lex said we should tell people to use the new registry events
L1362[16:54:41] <gigaherz> ratherthan register stuff from preinit or such
L1363[16:54:45] <Roburrito> https://shadowfacts.net/tutorials/forge-modding-1102/basic-items/
L1364[16:54:48] <gigaherz> @SubscribeEvent
L1365[16:54:49] <Roburrito> Followed this tutorial.
L1366[16:55:00] <howtonotwin> may 7th
L1367[16:55:00] <gigaherz> public void registerItems(RegistryEvent.Register<Item> ev)
L1368[16:55:03] <howtonotwin> ok not bad
L1369[16:55:14] <gigaherz> and similarly for blocks, potions, etc
L1370[16:55:44] <barteks2x> so what is (pre)init used for now?
L1371[16:55:44] <Roburrito> Put that in the mod class?
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L1373[16:56:00] <howtonotwin> in an event handler
L1374[16:56:06] <howtonotwin> you know what those are?
L1375[16:56:13] <gigaherz> barteks2x: for whatever doesn't have events ;P
L1376[16:56:32] <howtonotwin> EVents: https://mcforge.readthedocs.io/en/latest/events/intro/
L1377[16:56:38] <howtonotwin> you can go there later
L1378[16:56:39] <barteks2x> and is ther list of things for which there are events?
L1379[16:56:42] <howtonotwin> rn it doesn't matter
L1380[16:56:44] <howtonotwin> yes
L1381[16:56:51] <howtonotwin> it's called net.minecraftforge.event
L1382[16:56:53] <howtonotwin> :P
L1383[16:57:10] <gigaherz> also, there's now EventBusSubscriber, which registers the class into the event bus for you
L1384[16:57:11] <gigaherz> XD
L1385[16:57:27] <gigaherz> (annotation)
L1386[16:57:58] <howtonotwin> *urge to made Scala DSL for modding intensifies*
L1387[16:57:58] <barteks2x> so no need to register anything for event bus manually now?
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L1390[16:59:23] <wundrweapon> instant charge + instant land + anti-grav + rapid fire + infinity
L1391[16:59:29] <wundrweapon> I just realized how damn powerful that is
L1392[16:59:35] <Roburrito> So registerItems goes in @Mod, is only called by the client, and has ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(HorseLords.MODID + ":" + id, "inventory"));
L1393[17:00:04] <gigaherz> wat?
L1394[17:00:09] <gigaherz> how did you reach that conclusion?
L1395[17:00:31] <howtonotwin> I'm sitting this one out; I've neglected my docs for far too long. :P
L1396[17:00:42] <gigaherz> and no
L1397[17:00:43] <gigaherz> the answer is no
L1398[17:00:47] <gigaherz> there's a separate ModelRegistryEvent
L1399[17:00:52] <gigaherz> for when it's time to register your models
L1400[17:00:52] <gigaherz> ;p
L1401[17:00:54] <Roburrito> Well, it's an EventHandler, so it would be in my mode-
L1402[17:00:55] <Roburrito> OH
L1403[17:00:59] <Roburrito> Oh.
L1404[17:01:01] <Roburrito> Gotcha.
L1405[17:01:09] <Roburrito> So I was close, just got which event it was mixed up?
L1406[17:01:09] <gigaherz> and no they aren't @Mod.EventHandlers
L1407[17:01:17] <gigaherz> those go with @SubscribeEvent
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L1409[17:01:39] <wundrweapon> I can't stand entityarrow any longer...
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L1411[17:02:34] <gr8pefish> howtonotwin, ugh sorry, but I can't figure out the json stuff in combination with variable states to make the IModel perspective changer work via IModelCustomData. Help me just a little more?
L1412[17:02:40] <howtonotwin> illy ! Message("illy ! PoisonPill")
L1413[17:02:47] <howtonotwin> ok
L1414[17:02:53] <howtonotwin> so IModelCustomData is very simply
L1415[17:02:56] <howtonotwin> *simple
L1416[17:03:02] <howtonotwin> in a blockstate JSON
L1417[17:03:02] <Roburrito> @SubscribeEvent
L1418[17:03:02] <Roburrito> public void registerModels(RegistryEvent.Register<ModelBase> ev) {}
L1419[17:03:07] <illy> Why do you always try to poison me?
L1420[17:03:09] <Roburrito> Yes no?
L1421[17:03:17] <howtonotwin> you can have a "custom" block next to a "model"
L1422[17:03:27] <howtonotwin> only in forge blockstates mind you
L1423[17:03:35] <gr8pefish> okay, I'm following
L1424[17:03:36] <howtonotwin> and this data can be anything
L1425[17:03:47] <howtonotwin> now
L1426[17:03:54] <howtonotwin> actually I forget
L1427[17:04:00] <gigaherz> Roburrito: no.
L1428[17:04:01] <howtonotwin> how many TransformTypes are there?
L1429[17:04:05] <Roburrito> http://mcforge.readthedocs.io/en/latest/events/intro/
L1430[17:04:08] <gr8pefish> like a lot xD
L1431[17:04:11] <gr8pefish> 10ish
L1432[17:04:13] <Roburrito> Where can I get more in-depth?
L1433[17:04:15] <howtonotwin> alright
L1434[17:04:18] <howtonotwin> so for each of those
L1435[17:04:19] <gigaherz> It's literally called ModelRegistryEvent
L1436[17:04:22] <Roburrito> The wiki seems to be gone.
L1437[17:04:25] <Roburrito> ...
L1438[17:04:26] <Roburrito> Ah.
L1439[17:04:29] <Roburrito> Derp
L1440[17:04:32] <howtonotwin> the best way to write this model
L1441[17:04:40] <howtonotwin> to make it as extensible as possible
L1442[17:04:54] <gigaherz> Roburrito: the idea is that you handle it once, in your client proxy
L1443[17:04:58] <gigaherz> and you call all the items from it
L1444[17:04:59] <howtonotwin> is to allow each perspective to have its own IModel behind it
L1445[17:05:14] <howtonotwin> so your custom IModel acts as a dispatch table to the others
L1446[17:05:17] <howtonotwin> follow?
L1447[17:05:38] <gr8pefish> mostly
L1448[17:05:41] <Roburrito> DANG IT
L1449[17:05:45] <gr8pefish> the data is described in the json
L1450[17:05:54] <Roburrito> So I was going the right way in teh first place.
L1451[17:05:56] <gr8pefish> and then the IModel reads it essentially?
L1452[17:05:59] <howtonotwin> yes
L1453[17:06:02] <gr8pefish> for each of the perspectives
L1454[17:06:26] <howtonotwin> so now your "custom data" is just a simple map transformtype -> resourcelocation of model
L1455[17:06:37] <gr8pefish> okay sure
L1456[17:06:52] <howtonotwin> and you'll receive this data in IModelCustomData::process
L1457[17:07:01] <howtonotwin> as a map String -> String
L1458[17:07:26] <howtonotwin> vanilla has a certain "JSON name" for each transform
L1459[17:07:32] <howtonotwin> like firstperson_righthand
L1460[17:07:35] <howtonotwin> bit different from the code
L1461[17:07:42] <howtonotwin> you can see it on the wiki
L1462[17:07:47] <howtonotwin> i digress
L1463[17:08:09] <howtonotwin> anyway you just deserialize a TransformType and a ResourceLocation from each entry of the map
L1464[17:08:11] <howtonotwin> simple, right?
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L1466[17:08:28] <gr8pefish> Okay, yeah that makes sense
L1467[17:08:37] <howtonotwin> And when you bake the model, you load and bake all 10-ish of the other models
L1468[17:08:53] <howtonotwin> and pass the map TransformType -> IBakedModel to the IBakedModel class
L1469[17:09:15] <Roburrito> Okay, I'm going to take a break from this and cook dinner.
L1470[17:09:18] <howtonotwin> so in Scala that would be
L1471[17:09:26] <gr8pefish> eww scala :P
L1472[17:09:31] <gr8pefish> jk go on
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L1474[17:09:59] <howtonotwin> deserializedMap mapValues ModelLoaderRegistry.loadModelOrLogError mapValues { _.bake(...) }
L1475[17:10:19] <howtonotwin> so for each pair (TransformType, ResourceLocation)
L1476[17:10:23] <howtonotwin> load the model
L1477[17:10:30] <gigaherz> barteks2x: seems I misread. the full class name is @Mod.EventBusSubscriber, and it doesn't work on any random class, only the @Mod class
L1478[17:10:32] <howtonotwin> and get a (TransformType, IModel)
L1479[17:10:35] <howtonotwin> then bake it
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L1481[17:10:46] <howtonotwin> and get a map TransformType -> IBakedModel
L1482[17:10:53] <howtonotwin> still very simple, right?
L1483[17:11:01] <gigaherz> or maybe I'm doing it wrong ;P
L1484[17:11:08] <howtonotwin> then you pass that down to the IBakedModel
L1485[17:11:26] <howtonotwin> and when IPAM::handlePersp is called
L1486[17:11:33] <howtonotwin> you just choose the model from that map
L1487[17:11:41] <howtonotwin> simple?
L1488[17:11:52] <gr8pefish> I think I have to try doing it. Mind slowing down, i'll get what you have written so far and then come back?
L1489[17:12:00] <howtonotwin> ok
L1490[17:12:10] <howtonotwin> really I just explained the entire thing though
L1491[17:12:11] <howtonotwin> xD
L1492[17:12:16] <gr8pefish> lol okay :P
L1493[17:13:39] <gr8pefish> so the json syntax would be what exactly? like this? custom { perspective1: (IModel? or RL?), perspective2: etc. }
L1494[17:14:10] <howtonotwin> just RL
L1495[17:14:10] <gr8pefish> ^ RL, not an IModel in the json actually, you said that
L1496[17:14:58] <gr8pefish> and for each of the backpacks I would have a seperate json with all these perspectives, the only difference would be that the RL would change?
L1497[17:15:05] <howtonotwin> yes
L1498[17:15:11] <gr8pefish> okay, I'll work on that then
L1499[17:15:14] <gr8pefish> thanks!
L1500[17:15:18] <howtonotwin> you can probably also have a syntax like
L1501[17:15:23] <howtonotwin> default: something
L1502[17:15:29] <howtonotwin> which could make it shorter
L1503[17:15:39] <howtonotwin> really it's all your thing now :P
L1504[17:16:16] <gr8pefish> okay, I'll just make it functional then optimize later xD
L1505[17:16:35] <gigaherz> I think maybe the @EventBusSubscriber isn't working :/
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L1507[17:18:14] <TehNut> gigaherz: Yeah I noticed that, too. But I wasn't 100% sure and didn't feel like getting yelled at for being stupid
L1508[17:18:15] <gigaherz> >_<
L1509[17:18:22] <gigaherz> oaky this won't work for me
L1510[17:18:24] <gigaherz> okay*
L1511[17:18:29] <gigaherz> the registries fire BEFORE preInit
L1512[17:18:35] <gigaherz> which means the config hasn't loaded yet
L1513[17:18:37] <TehNut> ...really?
L1514[17:18:39] <gigaherz> because I don't have the suggested filename
L1515[17:18:50] <wundrweapon> can anyone walk me through the process of making an arrow entity and having it "fire" the way another one is at the same time
L1516[17:19:00] <gigaherz> TehNut: yup
L1517[17:19:03] <gigaherz> I'm getting NPE
L1518[17:19:10] <wundrweapon> npe?
L1519[17:19:12] <TehNut> That explains the other issue I had, then :P
L1520[17:19:17] <gigaherz> due to config not having been loaded
L1521[17:19:22] <wundrweapon> oh that npe
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L1527[17:41:01] <gr8pefish> howtonotwin, the json file structure like this, correct?: https://gist.github.com/gr8pefish/6d456b585a009e1a29473182e2064ede
L1528[17:41:18] <gigaherz> no, custom goes inside the variants
L1529[17:41:30] <gigaherz> so inside "inventory"
L1530[17:41:47] <gigaherz> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L1531[17:42:52] <Roburrito> Hm. I'm looking for methods that give me strings in the render path. Trying to find the break.
L1532[17:43:24] <Roburrito> iron_horse_shoe.png exists in textures/items
L1533[17:43:47] <gr8pefish> So like this then: https://gist.github.com/gr8pefish/6d456b585a009e1a29473182e2064ede ?
L1534[17:43:55] <Roburrito> iron_horse_shoe.json references horselords:items/iron_horse_shoes
L1535[17:44:18] <Roburrito> So I'm sure the .json isn't being called.
L1536[17:44:33] <Roburrito> But I can't mess with the methods that call it directly.
L1537[17:44:57] ⇦ Quits: AforAnonymous (bitch2k@dyn-051-236.vix2.mmc.at) (Remote host closed the connection)
L1538[17:45:02] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error: Connection reset by peer)
L1539[17:45:40] <Roburrito> And ModelLoader only has defaultTextureGetter and getInventoryVariant
L1540[17:45:41] <Roburrito> AH
L1541[17:46:10] <Roburrito> ModelLoaderRegistry.getActualModelLocation
L1542[17:49:43] *** gr8pefish is now known as gr8pefish|afk
L1543[17:49:45] <howtonotwin> Is there some kind of mod that exposes an API for creating mod manual book things?
L1544[17:49:52] <howtonotwin> I seem to recall one
L1545[17:50:27] <gigaherz> Enchiridion?
L1546[17:50:45] <gigaherz> I have my guidebook system but it's part of one of my mods, I haven't made it into an API-mod yet
L1547[17:50:45] <gigaherz> ;P
L1548[17:51:44] <howtonotwin> Seems like it
L1549[17:51:47] <howtonotwin> thanks :D
L1550[17:54:29] <diesieben07> ok, my offscreen rendering stuff appears to be solved, for anyone that cares, at least in theory.
L1551[17:54:39] <gigaherz> YAY, I guess ;P
L1552[17:54:45] <gigaherz> what stuff? ;P
L1553[17:55:13] <diesieben07> i wanted to run a normal openGL program on a server that potentially has nothing even resembling a gpu and just get some kind of image out
L1554[17:56:19] <gigaherz> ah so you'd need some sort of software renderer
L1555[17:56:22] <diesieben07> and i found OSMesa (OffScreenMesa). with that i can create an OpenGL context that just renders to some buffer
L1556[17:56:36] <diesieben07> i need to do that in C code though, since there is no lwjgl bindings for that obviously
L1557[17:56:50] <diesieben07> and then i found in some irc logs how to make LWJGL use your "foreign" opengl context
L1558[17:57:34] <diesieben07> all theory for now though... fun stuff trying that out... lol
L1559[17:58:11] ⇨ Joins: otho (~otho@189-91-248-246-wlan.lpnet.com.br)
L1560[17:58:41] * howtonotwin is valiantly trying to figure out how his new mod idea will work and failing miserably.
L1561[17:59:05] <diesieben07> all this crap is for a mod, too :D
L1562[17:59:08] <gigaherz> feel free to explain
L1563[17:59:12] <gigaherz> maybe we can provide input ;P
L1564[17:59:28] <howtonotwin> Quantum Mechanics (maybe a bit cliche?)
L1565[17:59:33] <howtonotwin> not like the lame google thing
L1566[17:59:42] <howtonotwin> actual QFT :P
L1567[18:00:03] <howtonotwin> The reasoning is that MC is already quantized, pretty much
L1568[18:00:14] <howtonotwin> why not take it up a notch :P
L1569[18:00:15] <gigaherz> yeah but not at a subatomic level
L1570[18:00:16] <gigaherz> XD
L1571[18:01:01] <howtonotwin> QM is less about "small things are weird" and more about "this is what happens when you can have a OR b, but not a compromise" :P
L1572[18:01:05] ⇦ Quits: IceDragon (~ThatGuy@184.170.60.203) (Ping timeout: 384 seconds)
L1573[18:01:15] <howtonotwin> example: Bose-Einstein Condensate
L1574[18:01:26] <howtonotwin> oooh BEC armies of mobs!
L1575[18:02:05] <howtonotwin> in which all mobs are doing the same thing
L1576[18:02:10] <howtonotwin> but are controlled as one unit
L1577[18:02:21] <howtonotwin> and are massively more powerful
L1578[18:03:59] <howtonotwin> would that be a bad idea?
L1579[18:11:30] <Roburrito> Hm
L1580[18:11:43] <Roburrito> Could make sense as an ender swarm?
L1581[18:13:32] <Roburrito> What I've had in my head for a long time was enderbeetles. Form an energy link with any other beetle in range, touching the link is a bad idea.
L1582[18:13:42] <Roburrito> Might work with your condensate
L1583[18:14:10] <howtonotwin> hm
L1584[18:14:17] <howtonotwin> maybe
L1585[18:14:22] <howtonotwin> perhaps categorize mobs
L1586[18:14:26] <howtonotwin> fermions and bosons
L1587[18:14:36] <howtonotwin> and fermions form those links
L1588[18:14:43] <Roburrito> Would have to extend an ant pun into this.
L1589[18:14:50] <howtonotwin> (Cooper pairs)
L1590[18:15:02] <howtonotwin> what would a bosonic mob be...
L1591[18:15:03] <howtonotwin> oh
L1592[18:15:07] <howtonotwin> projectiles are bosons
L1593[18:15:11] <howtonotwin> other things are fermions
L1594[18:15:23] <howtonotwin> categorize further as needed
L1595[18:17:14] <Roburrito> ....
L1596[18:17:17] <Roburrito> WHAT
L1597[18:17:26] <howtonotwin> quantum physics?
L1598[18:17:29] <Roburrito> System.out.println("Registering " + id);
L1599[18:17:29] <Roburrito> ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(HorseLords.MODID + ":" + id, "inventory"));
L1600[18:17:30] <Roburrito> System.out.println(ModelLoaderRegistry.getActualLocation(new ModelResourceLocation(HorseLords.MODID + ":" + id, "inventory")).toString() + "SEARCHTAG");
L1601[18:17:36] <howtonotwin> oh models
L1602[18:17:38] <howtonotwin> ok
L1603[18:17:38] <Roburrito> Troubleshooting code.
L1604[18:17:47] <Roburrito> It appears to not being called.
L1605[18:18:22] <Roburrito> Put that in my ClientProxy.registerItemRenderer
L1606[18:18:42] <howtonotwin> use a debugger?
L1607[18:18:57] <howtonotwin> println statements are the most crude way to debug xD
L1608[18:18:59] <Roburrito> Also, my HorseLords.preInit has a println that isn't printing
L1609[18:19:00] <Roburrito> >_>
L1610[18:19:04] <Roburrito> I'm a CS dropout.
L1611[18:19:16] <Roburrito> Debugging was one of my weaknesses.
L1612[18:19:23] <howtonotwin> :P
L1613[18:19:36] <howtonotwin> well if the mod preinit isn't called
L1614[18:19:37] <LordFokas> sometimes you need the good old printf debug
L1615[18:20:16] <Roburrito> But how are my items registered if preinit isn't being called?
L1616[18:20:29] <howtonotwin> I think Forge might actually eat printlns
L1617[18:20:30] <howtonotwin> not sure
L1618[18:20:47] <LordFokas> no, printlns are added to the log
L1619[18:21:00] <LexManos> Roburrito, use the logger
L1620[18:21:10] <LordFokas> unless it has changed in the newer versions
L1621[18:21:13] <howtonotwin> well universe god just said to use the logger :P
L1622[18:21:21] <howtonotwin> better do it xD
L1623[18:22:59] <Roburrito> Reading now
L1624[18:23:20] <howtonotwin> *how?
L1625[18:23:35] <howtonotwin> in the preinit event you use getModLog
L1626[18:23:39] <howtonotwin> and you'll get a Logger
L1627[18:23:47] <howtonotwin> might have misremembered the name
L1628[18:24:24] <howtonotwin> also LogManager.getLogger(modid), from the apache log4j package
L1629[18:24:34] <howtonotwin> could also have remembered that wrong
L1630[18:24:36] <howtonotwin> :P
L1631[18:28:18] ⇦ Quits: howtonotwin (~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net) (Ping timeout: 206 seconds)
L1632[18:30:40] <Roburrito> Ah, and then replace any println with my logger method. Gotcha
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L1634[18:38:16] <Roburrito> YUP
L1635[18:38:21] <Roburrito> Not being called for some reason.
L1636[18:39:40] <LexManos> all code
L1637[18:41:26] <Roburrito> https://github.com/Roburrito/Horse-Lords/tree/master/main
L1638[18:41:51] <gigaherz> now that I notice it
L1639[18:41:58] <gigaherz> you only uploaded the ocntents of the src folder, right?
L1640[18:42:13] <gigaherz> you may want to upload from one level up, and include the build.gradle file
L1641[18:42:15] <LexManos> u.u
L1642[18:42:16] <TehNut> Um, you shouldn't be instantiating your CommonProxy or instance
L1643[18:42:31] <TehNut> Forge does that for you
L1644[18:42:47] <gigaherz> oh and you are missing the proxy annotation
L1645[18:42:51] <TehNut> That too
L1646[18:42:58] <Roburrito> Thought I saw the tutorial instantiating instance, then it was crashing when I didn't do it for proxy.
L1647[18:43:07] <Roburrito> Didn't think to remove the instantiation for instance.
L1648[18:43:13] <TehNut> The proxy crash is because you don't have the annotation
L1649[18:43:13] <Roburrito> ....
L1650[18:43:18] <Roburrito> ...............
L1651[18:43:27] <Roburrito> Gosh freaking darn it.
L1652[18:44:01] <TehNut> Also just curious, why doesn't Forge use it's black magic for setting final fields for instance and proxy injection?
L1653[18:44:17] ⇨ Joins: Cojo (~Cojo@cpe-2606-A000-4C46-8D00-3C62-1DEF-559B-986F.dyn6.twc.com)
L1654[18:44:27] <Roburrito> No annotation type for @Proxy?
L1655[18:44:28] <LexManos> cuz meh
L1656[18:44:32] <TehNut> @SideProxy
L1657[18:44:36] <Roburrito> Ahhh.
L1658[18:44:43] <tterrag> @SidedProxy*
L1659[18:44:49] <TehNut> Typing is hard
L1660[18:45:01] <Roburrito> Autocorrect caught that, actually.
L1661[18:45:02] <gigaherz> @SidedProxy(clientSide = "full name", serverSide="full name")
L1662[18:45:22] <Roburrito> Had that inside CommonProxy
L1663[18:45:38] <gigaherz> having a CommonProxy is meh
L1664[18:45:43] <Roburrito> orly?
L1665[18:45:54] <gigaherz> a lot of people stand by it but I prefer to use an interface as the common part
L1666[18:46:00] <gigaherz> and have explicit ServerProxy and ClientProxy
L1667[18:46:03] <gigaherz> as two separate implementations
L1668[18:46:08] <Roburrito> Interdasting.
L1669[18:46:18] <gigaherz> my rationale is:
L1670[18:46:19] <Roburrito> Implementation I was following was common for both, no unique for server
L1671[18:46:20] <TehNut> That's how you're "supposed" to do it
L1672[18:46:26] <TehNut> Common code shouldn't really be in a proxy
L1673[18:46:34] <Roburrito> Hm.
L1674[18:46:34] <gigaherz> anything you'd have in the common part, you can put on the @Mod class directly
L1675[18:46:38] <Roburrito> Noted.
L1676[18:46:57] <TehNut> With that said, I use Common and Client :P
L1677[18:47:11] <Roburrito> trelelelel
L1678[18:47:14] <LexManos> Thats more what todays world is yes
L1679[18:47:22] <LexManos> as it used to be server had specific stuff
L1680[18:47:28] <LexManos> but seince 1.3 thats not the case
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L1682[18:49:24] <gigaherz> btw lex, I tried to convert ony of my mods to using the registry events, but I hit a wall with it
L1683[18:49:53] ⇨ Joins: cpup (~cpup@32.218.116.53)
L1684[18:50:01] <gigaherz> basically: I rely on the suggested filename given in preInit to initialize the configuration, but the events fire before preInit so the config isn't loaded yet :/
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L1686[18:50:29] <Roburrito> FIXED
L1687[18:50:30] <wundrweapon> howtonotwin, are you here?
L1688[18:50:33] <Roburrito> I FOUND MY DUMB
L1689[18:50:39] <wundrweapon> good rob!
L1690[18:50:58] <Roburrito> Put the @SidedProxy stuff in the wrong class.
L1691[18:51:08] <Roburrito> Double checking Shadowfacts tutorial to see how I misread
L1692[18:51:11] <wundrweapon> (sounds like me)
L1693[18:51:19] <wundrweapon> so rob quick question
L1694[18:51:43] <Roburrito> Real quick answer
L1695[18:52:01] <wundrweapon> any ideas on how to call an arrow's onUpdate method over and over again before it moves or does anything?
L1696[18:52:52] <gigaherz> I doubt Rob knows that given that he's just getting started with modding
L1697[18:52:53] <gigaherz> ;P
L1698[18:53:00] <Roburrito> 8D
L1699[18:53:15] <gigaherz> that said
L1700[18:53:20] <gigaherz> this sounds like an XY problem
L1701[18:53:24] <Roburrito> Shouldn't onUpdate be live as soon as it's created?
L1702[18:53:32] <gigaherz> you may want to explain what you want to achieve, rather than what you are trying to kludge
L1703[18:53:50] <tterrag> $ xy
L1704[18:53:53] <Actuarius> Usage: $ [labels|labels add|labels remove|assign|deassign|open|close] [<issue>] [<label>|<assignee>]; add supports a list of labels
L1705[18:53:56] <tterrag> fry|sleep: I am going to ping you every time I need this
L1706[18:54:02] <wundrweapon> in one tick, when a bow is fired, the arrow lands where it should and deals its damage
L1707[18:54:28] <tterrag> wundrweapon: so calculate the end point. shouldn't be too complicated to simulate without physically faking the updates
L1708[18:54:53] <LexManos> gigaherz, why the fuck are you defininf the existance of your items based on config values?
L1709[18:54:56] <LexManos> DO NOT FUCKING DO THIS
L1710[18:55:02] <LexManos> ALWAYS LOAD YOUR BLOCKS AND ITEMS
L1711[18:55:06] <tterrag> not existance
L1712[18:55:11] <LexManos> Make then ACCESSIBLE via configs
L1713[18:55:15] <tterrag> maybe properties? that need to exist at constructor time?
L1714[18:55:31] <LexManos> then dont make those properties configurable
L1715[18:55:31] <LexManos> or
L1716[18:55:37] <LexManos> change them at runtime
L1717[18:55:40] <wundrweapon> tterrag: "calculate the end point" what do you mean?
L1718[18:55:42] <gigaherz> nah it is really the registration itself
L1719[18:55:51] <gigaherz> I do want to let people completely disable the existance of the mod's stuff
L1720[18:55:54] <LexManos> ya no always register your shit
L1721[18:56:02] <LexManos> the SERVER should decide that
L1722[18:56:04] <LexManos> not the client
L1723[18:56:09] <wundrweapon> I think you've made Lex angery
L1724[18:56:18] <Drullkus> I do say Lex is right
L1725[18:56:23] <wundrweapon> ^
L1726[18:56:27] <LexManos> just annoeid
L1727[18:56:32] <LexManos> we've been saying this shit for years
L1728[18:57:14] ⇨ Joins: Naiten (Naiten@5.143.3.136)
L1729[18:58:03] <Roburrito> Wasn't interested in doing it, so I haven't looked. Is it in the documentation?
L1730[18:58:13] <gigaherz> doing what?
L1731[18:58:21] <tterrag> wundrweapon: I mean use some math to figure out where the arrow is going to end up
L1732[18:58:22] <Roburrito> Disabling shit
L1733[18:58:28] <tterrag> it's a basic parabolic trajectory, not too hard to trace
L1734[18:58:37] <gigaherz> Lex is just saying we shouldn't do that, so why would it be on the docs?
L1735[18:58:38] <gigaherz> ;P
L1736[18:58:45] <gigaherz> tterrag: not quite
L1737[18:58:52] <gigaherz> there's a weird slowdown per tick, on the arrows
L1738[18:58:54] <Roburrito> FAQ: Should I do the thing? NO
L1739[18:59:04] <tterrag> gigaherz: can be factored in
L1740[18:59:06] <Roburrito> OH
L1741[18:59:07] <tterrag> "air resistance"
L1742[18:59:14] <Roburrito> What you're looking for is a raycast.
L1743[18:59:17] <wundrweapon> @tterrag that's certainly one way to do it...
L1744[18:59:24] <gigaherz> no he's looking at partial differential equations XD
L1745[18:59:46] <Roburrito> If he wants the arrow to hit where he's looking, it would be a raycast....
L1746[18:59:51] <gigaherz> actually
L1747[18:59:59] <gigaherz> there was someone who was doing auto-aim arrows
L1748[19:00:07] <Roburrito> Do you want to have the arrow still arc but instantly land?
L1749[19:00:07] <gigaherz> but this isn't auto-aim
L1750[19:00:24] <gigaherz> this is just computing the final value on thecurrent direction hmm
L1751[19:00:27] <gigaherz> so maybe it isn't that hard
L1752[19:00:46] <tterrag> if you want to be lazy about it, I don't see why calling onUpdate manually until the arrow stops moving is too bad of an idea
L1753[19:01:02] <LexManos> btw guys
L1754[19:01:03] <LexManos> https://github.com/MinecraftForge/Mercurius/blob/master/1.9.4/src/main/java/net/minecraftforge/mercurius/binding/CommonBinding.java#L82
L1755[19:01:06] <Roburrito> Could copy the relevant part into a while loop
L1756[19:01:15] <LexManos> any extra shit you'd like to see the config system support?
L1757[19:02:22] <wundrweapon> magic
L1758[19:02:27] <Roburrito> Okay, stupid misplaced code-caused bug fixed. ON TO GENETIC ENGINEERING
L1759[19:02:29] <wundrweapon> I want it to support magic :3
L1760[19:02:35] <gigaherz> welp
L1761[19:02:37] <gigaherz> gotta sleep
L1762[19:02:39] <gigaherz> my vacation is over
L1763[19:02:40] <Roburrito> G'night
L1764[19:02:41] <LexManos> it kinda does
L1765[19:02:46] <gigaherz> night ppl
L1766[19:02:48] <LexManos> with that system I define my config as this:
L1767[19:02:48] *** gigaherz is now known as ghz|afk
L1768[19:02:48] <LexManos> https://github.com/MinecraftForge/Mercurius/blob/master/src/main/java/net/minecraftforge/mercurius/Config.java
L1769[19:02:57] <LexManos> and then dont give a shit for loading/saving
L1770[19:03:18] <LexManos> just do 'if (Config.spammyLogs) Log.spam()'
L1771[19:03:18] <tterrag> no annots?
L1772[19:03:25] <LexManos> annotations are ont he todo
L1773[19:03:37] <LexManos> but mainly want to get agrasp of values/types right now
L1774[19:03:39] <tterrag> I guess that would be how comments/ranges/etc are done, yeah?
L1775[19:03:48] <LexManos> ya
L1776[19:04:01] <tterrag> looks pretty cool
L1777[19:04:08] <LexManos> @Comment("This is", "A", "Multi line comment")
L1778[19:04:10] <tterrag> not sure I get this bit https://github.com/MinecraftForge/Mercurius/blob/master/1.9.4/src/main/java/net/minecraftforge/mercurius/binding/CommonBinding.java#L204-L216
L1779[19:04:20] <LexManos> @Range(min = 0, max = 5)
L1780[19:04:32] <LexManos> public static int ShitCount = 4;
L1781[19:04:37] <tterrag> also that giant if/else cascade makes me hurt :P
L1782[19:04:47] <LexManos> it makes my brain hurt
L1783[19:04:54] <LexManos> but im the only one who has to deal with it so whatever
L1784[19:05:06] <tterrag> lex: that looks familiar :> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/config/ConfigHandler.java#L32-L33
L1785[19:05:32] <LexManos> maybe, its not a complicated system
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L1787[19:05:48] <tterrag> I built mine off the forge cfg system, so I only had to deal with BOOLEAN INTEGER STRING DOUBLE
L1788[19:05:53] <tterrag> at least, coming in
L1789[19:06:01] <LexManos> yes thats what im asking
L1790[19:06:08] <LexManos> if there is more that is needed to support
L1791[19:06:19] <LexManos> right now we support maps and primitives
L1792[19:06:20] <tterrag> well, I would let custom support be possible
L1793[19:06:31] <LexManos> no
L1794[19:06:32] <Roburrito> And yes, confirmed, I simply made a gross reading comprehension fail.
L1795[19:06:45] <tterrag> why not?
L1796[19:06:53] <LexManos> Because thats a infinite level of complexity
L1797[19:07:01] <tterrag> it's fairly easy. just make an interface that handles the string<->value conversion
L1798[19:07:07] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/config/TypeAdapterBase.java
L1799[19:07:08] <LexManos> and it does nothing but encourage modders to say fuck it and not expand the base syste,m
L1800[19:07:32] <tterrag> "expand the base system" meaning what?
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L1802[19:07:44] <LexManos> PR support for new types into Forge
L1803[19:07:51] <LexManos> im not fucking doing coremod shit again
L1804[19:07:54] <tterrag> what if the new type is something only useful to my mod?
L1805[19:08:00] <tterrag> this has nothing to do with coremods
L1806[19:08:00] <LexManos> then sucks to be them
L1807[19:08:07] <tterrag> man what the hell is that logic
L1808[19:08:26] <LexManos> It logic from 10 years experiance dealing with this shit.
L1809[19:08:28] <tterrag> forge should support anything globally useful. this is basic collections and primitives
L1810[19:08:36] <LexManos> No
L1811[19:08:38] <tterrag> anything else, let modders add thier own converters
L1812[19:08:47] <LexManos> I know what you're saying and im rejecting it.
L1813[19:09:10] <LexManos> If modders want to move to a support random shit system, they can use the plethora of other config systems that are out there.
L1814[19:09:27] <tterrag> and they will
L1815[19:09:37] <tterrag> anyways, you asked for my advice and I gave it
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L1817[19:09:48] <LexManos> i give zero fucks because i dont have to deal with it
L1818[19:09:56] <LexManos> And No I DID NOT ask for your ADVICE
L1819[19:10:14] <LexManos> I asked if anyone thought any other SPECIFIC TYPES should be supported
L1820[19:10:39] <LexManos> not a 'Let me state what is fucking obvious because I think you are a moron and want to start a argument by saying you are retarded for not considering the obvious"
L1821[19:11:03] <tterrag> reading into it much?
L1822[19:11:08] <tterrag> I'm not pressing it
L1823[19:11:11] <tterrag> you said you don't want it, fine
L1824[19:11:13] <tterrag> I'm done
L1825[19:11:49] <LexManos> Then be done. {Lets see if he can resist the urge to have the final word}
L1826[19:12:04] <Roburrito> I know I can't
L1827[19:12:49] <LexManos> anyways there is something I do need to think of, how to do the levels of configs that I want.
L1828[19:13:08] <LexManos> There is the Global, loaded once at Init time.
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L1830[19:13:27] <LexManos> The Universal: Loaded once at server init time
L1831[19:13:38] <LexManos> The World: Loaded once per dimension that is loaded.
L1832[19:14:00] <LexManos> Global/Universal are easy, as there can only be one loaded at a time, a server has to shut down before a new one can start.
L1833[19:14:14] <LexManos> The World is tricky tho... how do I hold that in a nice referenceable manor?
L1834[19:15:12] <LexManos> perhaps force @WorldConfig classes to have a public static final Map<World, {this.getClass}> INSTANCES; ?
L1835[19:16:45] <LexManos> Problem with that is itd have to be a weak reference, and would require the world instance to get the config, Perhaps people would want to access it in a way they didnt have the world, but maybe had the name/id...
L1836[19:18:21] <LexManos> Oh ya, one thing I havent supported yet in that implementation, is enums.. that's a definitly needed. But beyond that I can't think of any possible other classes that modders would need in their configs...
L1837[19:19:13] <matthewprenger> pretty sure sponge has world-level configs. might look at how they did it
L1838[19:19:29] <LexManos> would rather not for a few reasons
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L1846[19:33:37] <mezz> one useful config type I use is Enum, it's just built on top of String but other people might find it useful
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L1848[19:33:59] <mezz> it's nice to have something besides yes/no sometimes, but not as configurable as string
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L1850[19:34:21] <LexManos> ya, just said that. Enum is a known data set and can be serialized to strings easily
L1851[19:35:12] <mezz> ah missed it
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L1853[19:38:28] *** Mumfrey is now known as mumfrey
L1854[19:39:48] <Drullkus> Weird, if I try to replace IC2's te.json file in a resource pack with the "forge_marker":1
L1855[19:39:54] <Drullkus> The changes don't take effect at all
L1856[19:40:21] <Drullkus> But if I replace the te.json file via resource pack and remove the "forge_marker":1... every single one of the blocks' models that uses that file break
L1857[19:41:13] <Drullkus> That.. shouldn't be happening, could someone shed some light on what's happening?
L1858[19:43:12] <LexManos> Removing the marker would make it invalid syntax or fail to load which should error
L1859[19:43:20] <LexManos> replacing it should make it load
L1860[19:43:25] <LexManos> step through and see what happens
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L1862[19:48:40] <Drullkus> Yep, I have the forge marker as 1 again in my resource pack, except the game, for some reason, is using the base IC2 version of the blockstate file, not the one in my resource pack... really confused
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L1864[19:48:59] <LexManos> depends on how the json is being loaded
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L1866[19:50:10] <Drullkus> Oh... so you're saying that IC2 could be loading the json through a custom system instead of through vanilla...
L1867[19:50:12] <Drullkus> Darn it
L1868[19:51:03] <mezz> that's really likely, since it's an old mod
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L1870[19:53:49] <tterrag> that would be some kind of crazy code
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L1872[19:54:03] <tterrag> considering they probably rewrote 90% of it for 1.8, it would be really dumb to do something like that
L1873[19:54:06] <tterrag> but then again, IC2...
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L1881[20:40:54] <wundrweapon> alright... I have my instantland thing updating the arrow as while(!arrow.isCollided){arrow.onUpdate()} in the hopes that it'd force a landing by the next tick.... but there's two issues there
L1882[20:41:29] <wundrweapon> (1) it updates forever, (2) it doesn't only do the endless updates during a single tick
L1883[20:41:43] <wundrweapon> note that I'm doing that in an EntityJoinWorldEvent handler
L1884[20:41:46] <wundrweapon> any ideas?
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L1888[20:49:37] <wundrweapon> nothing? cool
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L1908[22:07:25] <williewillus> $close 3302
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L1912[22:20:37] <wundrweapon> is there an event used by or dedicated to an EntityArrow's update?
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L1914[22:23:28] <wundrweapon> "V" best name 2016
L1915[22:23:31] <kashike> williewillus: missed a space there
L1916[22:24:57] <wundrweapon> kashike: do you know of any events that I can use like livingupdatevent for entityarrow
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L1918[22:25:55] <kashike> uh
L1919[22:25:59] <kashike> not that I know of
L1920[22:26:05] <wundrweapon> dang it
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